glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, BaseLevel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, MaxLevel);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, MinLod);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, MaxLod);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_LOD, MinLod);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_LOD, MaxLod);
if (NearestFilter) {
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);