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Darragh Burke %!s(int64=5) %!d(string=hai) anos
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d0304e027b

+ 3 - 1
inspector/src/components/actionTabs/tabs/propertyGrids/materials/textures/propertiesBar.tsx

@@ -83,6 +83,8 @@ export class PropertiesBar extends React.PureComponent<IPropertiesBarProps,IProp
     render() {
         const {mipLevel, setMipLevel, pixelData, resizeTexture, texture, face, setFace, saveTexture, resetTexture, uploadTexture} = this.props;
         const maxLevels = Math.floor(Math.log2(Math.max(texture.getSize().width, texture.getSize().height)));
+        const engine = texture.getScene()!.getEngine();
+        const mipsEnabled = (!texture.noMipmap && (engine.webGLVersion == 2 || engine._gl.getExtension('EXT_shader_texture_lod')));
         return <div id='properties'>
                 <div className='tab' id='logo-tab'>
                     <img className='icon' src={this._babylonLogo}/>
@@ -123,7 +125,7 @@ export class PropertiesBar extends React.PureComponent<IPropertiesBarProps,IProp
                             />)}
                         </div>
                     }
-                    {!texture.noMipmap &&
+                    {mipsEnabled &&
                         <div className='tab' id='mip-tab'>
                             <img title='Mip Preview Up' className='icon button' src={this._mipUp} onClick={() => mipLevel > 0 && setMipLevel(mipLevel - 1)} />
                             <img title='Mip Preview Down' className='icon button' src={this._mipDown} onClick={() => mipLevel < maxLevels && setMipLevel(mipLevel + 1)} />

+ 2 - 2
inspector/src/lod.ts

@@ -2,9 +2,9 @@ import { Effect } from "babylonjs/Materials/effect";
 
 let name = 'lodPixelShader';
 let shader = `
-#ifdef GL_ES
+#extension GL_EXT_shader_texture_lod : enable
+
 precision highp float;
-#endif
 
 varying vec2 vUV;
 uniform sampler2D textureSampler;

+ 0 - 2
inspector/src/lodCube.ts

@@ -2,9 +2,7 @@ import { Effect } from "babylonjs/Materials/effect";
 
 let name = 'lodCubePixelShader';
 let shader = `
-#ifdef GL_ES
 precision highp float;
-#endif
 
 varying vec2 vUV;
 uniform samplerCube textureSampler;