Why not use floats for glTexPara*
I been seeing alot of people using glTexParameteri instead of glTexParameterf. Why is this? glTexParameteri have the same quality of glTexParameterf just faster? I thought float would be a better choice for the GPU? Thanks for anyone helping clear up my confusion.
Of the non-vector version, only the texture prioroty state takes a float as the actual value, so it doesn't even make sense to me to set states like filtering and wrapping mode using a floating point value parameter. GL_LINEAR, GL_REPEAT and so on are all enumerants, or integers, so use the integer version of the function aswell.
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