add MinLOD MaxLOD and LODBias to Texture
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@@ -521,6 +521,24 @@ class OSG_EXPORT Texture : public osg::StateAttribute
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/** Gets the maximum anisotropy value. */
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inline float getMaxAnisotropy() const { return _maxAnisotropy; }
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/** Sets the minimum level of detail value. */
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void setMinLOD(float minlod);
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/** Gets the minimum level of detail value. */
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inline float getMinLOD() const { return _minlod; }
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/** Sets the maximum level of detail value. */
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void setMaxLOD(float maxlod);
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/** Gets the maximum level of detail value. */
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inline float getMaxLOD() const { return _maxlod; }
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/** Gets the level of detail bias value. */
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void setLODBias(float lodbias);
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/** Sets the level of detail bias value. */
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inline float getLODBias() const { return _lodbias; }
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/** Configure the source of texture swizzling for all channels */
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inline void setSwizzle(const Vec4i& swizzle) { _swizzle = swizzle; dirtyTextureParameters(); };
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@@ -839,6 +857,9 @@ class OSG_EXPORT Texture : public osg::StateAttribute
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FilterMode _min_filter;
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FilterMode _mag_filter;
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float _maxAnisotropy;
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float _minlod;
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float _maxlod;
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float _lodbias;
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Vec4i _swizzle;
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bool _useHardwareMipMapGeneration;
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bool _unrefImageDataAfterApply;
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