HI Mathias,

I think it would be appropriate to simply get TextureRectangle to call
Texture::applyTexParametes().  I can't see a problem with this unless
TextureRectangle doesn't support the border clamping and anisotropic
filtering.  Given this having the separate applyTexShadowParameters
isn't required.

Robert.

2009/4/23 Mathias Fröhlich <[email protected]>:
>
> Hi Robert,
>
> In preparation to a simple depth peeling example, this changeset implements
> the shadow texture functions for TextureRectangle objects.
> Using rectangular textures for depth peeling prooves very useful for huge
> screens where you need to care less for texture coordinate scaling when you
> just can use a texture with the size of the viewport.
>
> The Change factors out the shadow texture related part from applyTexParameters
> into a new function applyTexShadowParameters that is called from the original
> location as well as from the TextureRectangle applyTexParameter call.
>
> The proposed solution is a minimal change to make that work.
> Better solutions very welcome!
> In particular, it is unclear to me if it makes sense to just call
> Texture::applyTexParameters also in the TextureRectangle case?
> Which particular functionality from the general call is not allowed for
> rectangular textures?
>
> Comments?
>
> Greetings
>
> Mathias
>
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