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-rw-r--r--src/util/raster.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/src/util/raster.cpp b/src/util/raster.cpp
index 7b52c51037..c4d7a15400 100644
--- a/src/util/raster.cpp
+++ b/src/util/raster.cpp
@@ -13,8 +13,8 @@
using namespace mbgl;
-Raster::Raster(const util::ptr<Texturepool> &texturepool)
- : texturepool(texturepool)
+Raster::Raster(const util::ptr<Texturepool> &texturepool_)
+ : texturepool(texturepool_)
{}
Raster::~Raster() {
@@ -59,32 +59,32 @@ void Raster::bind(bool linear) {
glBindTexture(GL_TEXTURE_2D, texture);
}
- GLuint filter = linear ? GL_LINEAR : GL_NEAREST;
- if (filter != this->filter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
- this->filter = filter;
+ GLuint new_filter = linear ? GL_LINEAR : GL_NEAREST;
+ if (new_filter != this->filter) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, new_filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, new_filter);
+ filter = new_filter;
}
}
// overload ::bind for prerendered raster textures
-void Raster::bind(const GLuint texture) {
+void Raster::bind(const GLuint custom_texture) {
if (img && !textured) {
- glBindTexture(GL_TEXTURE_2D, texture);
+ glBindTexture(GL_TEXTURE_2D, custom_texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, img->getData());
img.reset();
textured = true;
} else if (textured) {
- glBindTexture(GL_TEXTURE_2D, texture);
+ glBindTexture(GL_TEXTURE_2D, custom_texture);
}
- GLuint filter = GL_LINEAR;
- if (filter != this->filter) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filter);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filter);
- this->filter = filter;
+ GLuint new_filter = GL_LINEAR;
+ if (new_filter != this->filter) {
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, new_filter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, new_filter);
+ filter = new_filter;
}
}