We often find this code in classical GL code:
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, 1.0 );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mode );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mode );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
So what about adding:
static void setTextureParameters(const double priority = 1.0, const bool bilinearFiltering = true, const bool withEdges = false)
{
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, priority );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bilinearFiltering ? GL_LINEAR : GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bilinearFiltering ? GL_LINEAR : GL_NEAREST );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, withEdges ? GL_CLAMP : GL_CLAMP_TO_EDGE );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, withEdges ? GL_CLAMP : GL_CLAMP_TO_EDGE );
}
to the OpenGLHelpers ?