Open lamerman opened 7 years ago
Maybe passing it as argument..
The problem is I want to generate a mipmap and several layers are required. Currently as I understand it's not possible without recreating the storage of the texture. In my view it would be good to at least remove those 1
numbers and make them configurable.
About glGenerateMipmap
I don't know. When you load the texture, probably you want to generate mipmap immediately, but still it's kind of ok to do it afterwards.
It it's ok for you I can provide the PR
@lamerman thanks for the heads up. I'll be doing an update / test when Android Studio 3 final release is made which I gather is somewhat soon. I'll look into adding mipmap generation support at that time. I'll likely also be switching the license back to MIT as this code is more for getting started / demo purposes than a proper framework. I've been busy with some other OSS efforts in the past couple of years versus continuing to add more to the GL demos.
I might also add demos on how to use LWJGL w/ Android including Vulkan from Java which is now possible BTW.
Currently the levels number is hardcoded here
https://github.com/modern-java-graphics/java6-android-glframework/blob/master/java6-android-glutils/src/main/java/org/typhonrt/android/java6/opengl/utils/AndroidGLES30Util.java#L45
and here
https://github.com/modern-java-graphics/java6-android-glframework/blob/master/java6-android-glutils/src/main/java/org/typhonrt/android/java6/opengl/utils/AndroidGLES30Util.java#L146
There should be some way to specify this number.