Refactoring: removed dependency to org.lwjgl.opengl.GL11.GL_MAX_TEXTURE_SIZE from BlenderKey.java
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10956 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -36,8 +36,6 @@ import java.util.ArrayList;
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import java.util.List;
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import java.util.Queue;
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import org.lwjgl.opengl.GL11;
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import com.jme3.bounding.BoundingVolume;
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import com.jme3.collision.Collidable;
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import com.jme3.collision.CollisionResults;
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@ -100,8 +98,11 @@ public class BlenderKey extends ModelKey {
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protected int layersToLoad = -1;
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/** A variable that toggles the object custom properties loading. */
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protected boolean loadObjectProperties = true;
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/** Maximum texture size. Might be dependant on the graphic card. */
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protected int maxTextureSize = -1;
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/**
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* Maximum texture size. Might be dependant on the graphic card.
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* This value is taken from <b>org.lwjgl.opengl.GL11.GL_MAX_TEXTURE_SIZE</b>.
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*/
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protected int maxTextureSize = 8192;
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/** Allows to toggle generated textures loading. Disabled by default because it very often takes too much memory and needs to be used wisely. */
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protected boolean loadGeneratedTextures;
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/** Tells if the mipmaps will be generated by jme or not. By default generation is dependant on the blender settings. */
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@ -205,17 +206,11 @@ public class BlenderKey extends ModelKey {
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}
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/**
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* The default value for this parameter is the same as defined by: org.lwjgl.opengl.GL11.GL_MAX_TEXTURE_SIZE.
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* If by any means this is too large for user's hardware configuration use the 'setMaxTextureSize' method to change that.
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* @return maximum texture size (width/height)
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*/
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public int getMaxTextureSize() {
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if (maxTextureSize <= 0) {
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try {
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maxTextureSize = GL11.glGetInteger(GL11.GL_MAX_TEXTURE_SIZE);
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} catch (Exception e) {
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// this is in case this method was called before openGL initialization
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return 8192;
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}
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}
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return maxTextureSize;
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}
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@ -626,8 +621,6 @@ public class BlenderKey extends ModelKey {
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return true;
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}
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/**
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* This enum tells the importer if the mipmaps for textures will be generated by jme. <li>NEVER_GENERATE and ALWAYS_GENERATE are quite understandable <li>GENERATE_WHEN_NEEDED is an option that checks if the texture had 'Generate mipmaps' option set in blender, mipmaps are generated only when the option is set
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* @author Marcin Roguski (Kaelthas)
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