}
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);
bool wrapu, wrapv;
// use mipmapping?
- int mipmap;
+ bool mipmap;
// coverage of night lighting.
double light_coverage;
void build_state( bool defer_tex_load );
void set_state( osg::StateSet *s );
- void assignTexture( osg::StateSet *state, const std::string &fname, int _wrapu = TRUE, int _wrapv = TRUE, int _mipmap = TRUE );
+ void assignTexture( osg::StateSet *state, const std::string &fname, bool _wrapu = true, bool _wrapv = true, bool _mipmap = true );
};