diff --git a/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java b/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java index 6aa50217b..47f6365c9 100644 --- a/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java +++ b/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java @@ -4738,7 +4738,7 @@ public class PGraphicsOpenGL extends PGraphics { readPixels(); if (primarySurface) { - loadTextureImpl(POINT); + loadTextureImpl(POINT, false); pixelsToTexture(); } } @@ -4791,7 +4791,7 @@ public class PGraphicsOpenGL extends PGraphics { // Copying pixel buffer to screen texture... if (primarySurface) { - loadTextureImpl(POINT); // (first making sure that the screen texture is valid). + loadTextureImpl(POINT, false); // (first making sure that the screen texture is valid). } pgl.copyToTexture(texture.glTarget, texture.glFormat, texture.glID, x, y, w, h, IntBuffer.wrap(rgbaPixels)); @@ -4853,7 +4853,7 @@ public class PGraphicsOpenGL extends PGraphics { // array, and then the pixels array into the screen texture. public void loadTexture() { if (primarySurface) { - loadTextureImpl(POINT); + loadTextureImpl(POINT, false); loadPixels(); pixelsToTexture(); } @@ -4869,10 +4869,10 @@ public class PGraphicsOpenGL extends PGraphics { } - protected void loadTextureImpl(int sampling) { + protected void loadTextureImpl(int sampling, boolean mipmap) { if (width == 0 || height == 0) return; if (texture == null || texture.contextIsOutdated()) { - PTexture.Parameters params = new PTexture.Parameters(ARGB, sampling); + PTexture.Parameters params = new PTexture.Parameters(ARGB, sampling, mipmap); texture = new PTexture(parent, width, height, params); texture.setFlippedY(true); this.setCache(pgPrimary, texture); @@ -5273,7 +5273,7 @@ public class PGraphicsOpenGL extends PGraphics { pgl.initOffscreenSurface(pgPrimary.pgl); pgl.updateOffscreen(pgPrimary.pgl); - loadTextureImpl(BILINEAR); + loadTextureImpl(BILINEAR, false); // In case of reinitialization (for example, when the smooth level // is changed), we make sure that all the OpenGL resources associated