I don't know if anyone can provide the answer, and it's not greatly important, I'm just curious:
I've been working on a 2d sprite engine in PB with opengl and one thing I can't figure out how to do is implement a function similar to Sprite3DQuality(). It is my understanding, in OpenGL, to set the "quality" of a texture, the min and max filters have to be defined when creating the texture and can't be changed afterwards unless the texture is reloaded or recreated. Sprite3DQuality() "Changes the way of Sprite3D are rendered." To me that means, and I've witnessed, texture qualities can be changed on the fly.
Does this mean that CreateSprite3D() makes two versions of the texture and Sprite3DQuality() tells the program which one to use, or is there an OpenGL function that I'm missing that changes the min and max filter of a texture after it has been created? Or maybe PB's Sprite3D engine stores all the textures and recreates them when Sprite3DQuality() is changed (that would seem very slow, however).
Any thoughts?