Add support for anisotropic filtering in Canvas
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@ -691,6 +691,10 @@ namespace canvas
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{
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{
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_sampling_dirty = true;
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_sampling_dirty = true;
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}
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}
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else if( name == "anisotropy" )
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{
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_texture.setMaxAnisotropy( node->getFloatValue() );
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}
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else if( name == "additive-blend" )
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else if( name == "additive-blend" )
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{
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{
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_texture.useAdditiveBlend( node->getBoolValue() );
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_texture.useAdditiveBlend( node->getBoolValue() );
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@ -202,6 +202,12 @@ namespace canvas
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updateSampling();
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updateSampling();
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}
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}
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//----------------------------------------------------------------------------
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void ODGauge::setMaxAnisotropy(float anis)
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{
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texture->setMaxAnisotropy(anis);
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}
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//----------------------------------------------------------------------------
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//----------------------------------------------------------------------------
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void ODGauge::setRender(bool render)
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void ODGauge::setRender(bool render)
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{
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{
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@ -109,6 +109,8 @@ namespace canvas
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int coverage_samples = 0,
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int coverage_samples = 0,
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int color_samples = 0 );
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int color_samples = 0 );
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void setMaxAnisotropy(float anis);
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/**
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/**
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* Enable/Disable updating the texture (If disabled the contents of the
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* Enable/Disable updating the texture (If disabled the contents of the
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* texture remains with the outcome of the last rendering pass)
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* texture remains with the outcome of the last rendering pass)
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