/* * Copyright (c) 2009-2015 jMonkeyEngine * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * * Neither the name of 'jMonkeyEngine' nor the names of its contributors * may be used to endorse or promote products derived from this software * without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package com.jme3.texture.image; import com.jme3.renderer.Renderer; import com.jme3.texture.Texture; /** * Stores / caches texture state parameters so they don't have to be set * each time by the {@link Renderer}. * * @author Kirill Vainer */ public final class LastTextureState { public Texture.WrapMode sWrap, tWrap, rWrap; public Texture.MagFilter magFilter; public Texture.MinFilter minFilter; public int anisoFilter; public Texture.ShadowCompareMode shadowCompareMode; public LastTextureState() { reset(); } public void reset() { sWrap = null; tWrap = null; rWrap = null; magFilter = null; minFilter = null; anisoFilter = 1; // The default in OpenGL is OFF, so we avoid setting this per texture // if its not used. shadowCompareMode = Texture.ShadowCompareMode.Off; } }