}
void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
- int _wrapu, int _wrapv, int _mipmap )
+ bool _wrapu, bool _wrapv, bool _mipmap )
{
osg::Texture2D* texture = SGLoadTexture2D(fname, 0, _wrapu, _wrapv,
mipmap ? -1 : 0);