void setEnablePointSpriteLights(bool enable)
{ _pointSpriteLights = enable; }
+ bool getEnablePointSpriteLights() const
+ {
+ return _pointSpriteLights;
+ }
bool getEnablePointSpriteLights(unsigned contextId) const
{
if (!_pointSpriteLights)
return false;
return getHaveShaderPrograms(contextId);
}
+
+ void setTextureFilter(int max)
+ { _textureFilter = max; }
+ int getTextureFilter() const
+ { return _textureFilter; }
-protected:
+protected:
bool getHavePointSprites(unsigned contextId) const;
bool getHaveFragmentPrograms(unsigned contextId) const;
bool getHaveVertexPrograms(unsigned contextId) const;
bool _shaderLights;
bool _pointSpriteLights;
bool _distanceAttenuationLights;
+ int _textureFilter;
};
#endif