{{0xf6, 0xee, 0xee}, {0xf6, 0xee, 0xee, 0x00}}, // Ground
{{0xff, 0xff, 0xff}, {0xff, 0xff, 0xff, 0xff}}, // Borders
{{0x73, 0x93, 0xad}, {0x73, 0x93, 0xad, 0x40}}, // Lakes
+ {{0xff, 0xe1, 0x80}, {0xff, 0xe1, 0x80, 0x60}}, // Cities
};
struct _LoadTileData {
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, 4, width, height, 0,
(alpha ? GL_RGBA : GL_RGB), GL_UNSIGNED_BYTE, pixels);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glFlush();