Updates to Texture and TextureCubeMap to clean up the code so they share

much more of the core texture setup code. This largely invloved paramterizing
the applyImmediateMode, which has also been rename applyTexImage to reflect
its functionality better.
This commit is contained in:
Robert Osfield
2002-03-20 11:24:47 +00:00
parent 8c9609b331
commit 0b27e5c381
5 changed files with 86 additions and 316 deletions

View File

@@ -105,7 +105,7 @@ class SG_EXPORT Texture : public StateAttribute
virtual void setStateSetModes(StateSet& ds,const GLModeValue value) const
{
ds.setMode(GL_TEXTURE_2D,value);
ds.setMode(_target,value);
}
/** Set the texture image. */
@@ -122,7 +122,7 @@ class SG_EXPORT Texture : public StateAttribute
* framebuffer contents at pos \a x, \a y with width \a width and
* height \a height. \a width and \a height must be a power of two.
*/
void copyTexImage2D(State& state, int x, int y, int width, int height );
void copyTexImage2D(State& state, int x, int y, int width, int height );
/** Copy a two-dimensional texture subimage. As per glCopyTexSubImage2D.
* Updates portion of an existing OpenGL texture object from the current OpenGL background
@@ -130,7 +130,7 @@ class SG_EXPORT Texture : public StateAttribute
* height \a height. \a width and \a height must be a power of two,
* and writing into the texture with offset \a xoffset and \a yoffset.
*/
void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
void copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, int y, int width, int height );
/** Set the texture unit.
* Valid values are 0,1,2,3.
@@ -182,12 +182,13 @@ class SG_EXPORT Texture : public StateAttribute
NEAREST = GL_NEAREST,
NEAREST_MIPMAP_LINEAR = GL_NEAREST_MIPMAP_LINEAR,
NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST,
ANISOTROPIC = GL_TEXTURE_MAX_ANISOTROPY_EXT
ANISOTROPIC = GL_TEXTURE_MAX_ANISOTROPY_EXT
};
/** Set the texture filter mode.*/
void setFilter(const FilterParameter which, const FilterMode filter);
/** Get the texture filter mode.*/
const FilterMode getFilter(const FilterParameter which) const;
@@ -288,9 +289,6 @@ class SG_EXPORT Texture : public StateAttribute
virtual void compile(State& state) const;
/** Method which does the creation of the texture itself, and
* does not set or use texture binding. */
virtual void applyImmediateMode(State& state) const;
@@ -310,7 +308,12 @@ class SG_EXPORT Texture : public StateAttribute
virtual ~Texture();
void applyTexParameters(State& state) const;
/** Method which does setting of texture paramters. */
void applyTexParameters(GLenum target, State& state) const;
/** Method which does the creation of the texture itself, and
* does not set or use texture binding. */
virtual void applyTexImage(GLenum target, Image* image, State& state) const;
typedef std::vector<GLuint> TextureNameList;
mutable TextureNameList _handleList;

View File

@@ -45,11 +45,6 @@ class SG_EXPORT TextureCubeMap : public Texture
* texture and bind it, subsequent apply will simple bind to texture.*/
virtual void apply(State& state) const;
/** Method which does the creation of the texture itself, and
* does not set or use texture binding. */
virtual void applyImmediateMode(State& state) const;
virtual void applyFaceImmediateMode(GLenum facetarget, Image* image, State& state) const;
protected :
virtual ~TextureCubeMap();

View File

@@ -48,7 +48,7 @@ class TextureCallback : public osg::NodeCallback
double currTime = nv->getFrameStamp()->getReferenceTime();
if (currTime-_prevTime>1.0)
{
std::cout<<"Updating texturing filter to "<<hex<<_filterRange[_currPos]<<dec<<std::endl;
std::cout<<"Updating texturing filter to "<<std::hex<<_filterRange[_currPos]<<std::dec<<std::endl;
_texture->setFilter(osg::Texture::MAG_FILTER,_filterRange[_currPos]);
_currPos++;
if (_currPos>=_filterRange.size()) _currPos=0;

View File

@@ -1,5 +1,5 @@
#if defined(_MSC_VER)
#pragma warning( disable : 4786 )
#pragma warning( disable : 4786 )
#endif
#include <osg/ref_ptr>
@@ -21,6 +21,8 @@ Texture::Texture()
_handleList.resize(DisplaySettings::instance()->getMaxNumberOfGraphicsContexts(),0);
_modifiedTag.resize(DisplaySettings::instance()->getMaxNumberOfGraphicsContexts(),0);
_target = GL_TEXTURE_2D;
_textureUnit = 0;
_wrap_s = CLAMP;
@@ -193,8 +195,8 @@ void Texture::apply(State& state) const
{
if (_subloadMode == OFF)
{
glBindTexture( GL_TEXTURE_2D, handle );
if (_texParamtersDirty) applyTexParameters(state);
glBindTexture( _target, handle );
if (_texParamtersDirty) applyTexParameters(_target,state);
}
else if (_image.valid() && _image->data())
{
@@ -203,9 +205,9 @@ void Texture::apply(State& state) const
if (_subloadMode == AUTO ||
(_subloadMode == IF_DIRTY && modifiedTag != _image->getModifiedTag()))
{
glBindTexture( GL_TEXTURE_2D, handle );
if (_texParamtersDirty) applyTexParameters(state);
glTexSubImage2D(GL_TEXTURE_2D, 0,
glBindTexture( _target, handle );
if (_texParamtersDirty) applyTexParameters(_target,state);
glTexSubImage2D(_target, 0,
_subloadOffsX, _subloadOffsY,
_image->s(), _image->t(),
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
@@ -219,15 +221,15 @@ void Texture::apply(State& state) const
{
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( GL_TEXTURE_2D, handle );
glBindTexture( _target, handle );
applyImmediateMode(state);
applyTexImage(_target,_image.get(),state);
// in theory the following line is redundent, but in practice
// have found that the first frame drawn doesn't apply the textures
// unless a second bind is called?!!
// perhaps it is the first glBind which is not required...
glBindTexture( GL_TEXTURE_2D, handle );
glBindTexture( _target, handle );
}
}
@@ -238,7 +240,7 @@ void Texture::compile(State& state) const
}
void Texture::applyTexParameters(State&) const
void Texture::applyTexParameters(GLenum target, State&) const
{
WrapMode ws = _wrap_s, wt = _wrap_t;
@@ -271,14 +273,14 @@ void Texture::applyTexParameters(State&) const
wt = CLAMP;
}
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, ws );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wt );
glTexParameteri( target, GL_TEXTURE_WRAP_S, ws );
glTexParameteri( target, GL_TEXTURE_WRAP_T, wt );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _min_filter);
glTexParameteri( target, GL_TEXTURE_MIN_FILTER, _min_filter);
if (s_borderClampSupported)
{
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, _borderColor.ptr());
glTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, _borderColor.ptr());
}
if (_mag_filter == ANISOTROPIC)
@@ -294,26 +296,26 @@ void Texture::applyTexParameters(State&) const
{
// note, GL_TEXTURE_MAX_ANISOTROPY_EXT will either be defined
// by gl.h (or via glext.h) or by include/osg/Texture.
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.f);
glTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.f);
}
else
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, LINEAR);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, LINEAR);
}
}
else
{
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _mag_filter);
glTexParameteri( _target, GL_TEXTURE_MAG_FILTER, _mag_filter);
}
_texParamtersDirty=false;
}
void Texture::applyImmediateMode(State& state) const
void Texture::applyTexImage(GLenum target, Image* image, State& state) const
{
// if we don't have a valid image we can't create a texture!
if (!_image.valid() || !_image->data())
if (!_image || !_image->data())
return;
// get the contextID (user defined ID of 0 upwards) for the
@@ -321,31 +323,31 @@ void Texture::applyImmediateMode(State& state) const
const uint contextID = state.getContextID();
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = _image->getModifiedTag();
getModifiedTag(contextID) = image->getModifiedTag();
if (_subloadMode == OFF)
_image->ensureDimensionsArePowerOfTwo();
image->ensureDimensionsArePowerOfTwo();
glPixelStorei(GL_UNPACK_ALIGNMENT,_image->packing());
glPixelStorei(GL_UNPACK_ALIGNMENT,image->packing());
applyTexParameters(state);
applyTexParameters(target,state);
static bool s_ARB_Compression = isGLExtensionSupported("GL_ARB_texture_compression");
static bool s_S3TC_Compression = isGLExtensionSupported("GL_EXT_texture_compression_s3tc");
// select the internalFormat required for the texture.
int internalFormat = _image->internalFormat();
int internalFormat = image->internalFormat();
switch(_internalFormatMode)
{
case(USE_IMAGE_DATA_FORMAT):
internalFormat = _image->internalFormat();
internalFormat = image->internalFormat();
break;
case(USE_ARB_COMPRESSION):
if (s_ARB_Compression)
{
switch(_image->pixelFormat())
switch(image->pixelFormat())
{
case(1): internalFormat = GL_COMPRESSED_ALPHA_ARB; break;
case(2): internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
@@ -359,28 +361,28 @@ void Texture::applyImmediateMode(State& state) const
case(GL_INTENSITY): internalFormat = GL_COMPRESSED_INTENSITY_ARB; break;
}
}
else internalFormat = _image->internalFormat();
else internalFormat = image->internalFormat();
break;
case(USE_S3TC_DXT1_COMPRESSION):
if (s_S3TC_Compression)
{
switch(_image->pixelFormat())
switch(image->pixelFormat())
{
case(3): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
default: internalFormat = _image->internalFormat(); break;
default: internalFormat = image->internalFormat(); break;
}
}
else internalFormat = _image->internalFormat();
else internalFormat = image->internalFormat();
break;
case(USE_S3TC_DXT3_COMPRESSION):
if (s_S3TC_Compression)
{
switch(_image->pixelFormat())
switch(image->pixelFormat())
{
case(3):
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
@@ -389,22 +391,22 @@ void Texture::applyImmediateMode(State& state) const
default: internalFormat = _image->internalFormat(); break;
}
}
else internalFormat = _image->internalFormat();
else internalFormat = image->internalFormat();
break;
case(USE_S3TC_DXT5_COMPRESSION):
if (s_S3TC_Compression)
{
switch(_image->pixelFormat())
switch(image->pixelFormat())
{
case(3):
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4):
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
default: internalFormat = _image->internalFormat(); break;
default: internalFormat = image->internalFormat(); break;
}
}
else internalFormat = _image->internalFormat();
else internalFormat = image->internalFormat();
break;
case(USE_USER_DEFINED_FORMAT):
@@ -416,63 +418,63 @@ void Texture::applyImmediateMode(State& state) const
if (_subloadMode == OFF) {
if( _min_filter == LINEAR || _min_filter == NEAREST )
{
glTexImage2D( GL_TEXTURE_2D, 0, internalFormat,
_image->s(), _image->t(), 0,
(GLenum)_image->pixelFormat(),
(GLenum)_image->dataType(),
_image->data() );
glTexImage2D( target, 0, internalFormat,
image->s(), image->t(), 0,
(GLenum)image->pixelFormat(),
(GLenum)image->dataType(),
image->data() );
// just estimate estimate it right now..
// note, ignores texture compression..
_textureObjectSize = _image->s()*_image->t()*4;
_textureObjectSize = image->s()*image->t()*4;
}
else
{
gluBuild2DMipmaps( GL_TEXTURE_2D, internalFormat,
_image->s(),_image->t(),
(GLenum)_image->pixelFormat(), (GLenum)_image->dataType(),
_image->data() );
gluBuild2DMipmaps( target, internalFormat,
image->s(),image->t(),
(GLenum)image->pixelFormat(), (GLenum)image->dataType(),
image->data() );
// just estimate size it right now..
// crude x2 multiplier to account for minmap storage.
// note, ignores texture compression..
_textureObjectSize = _image->s()*_image->t()*4;
_textureObjectSize = image->s()*image->t()*4;
}
_textureWidth = _image->s();
_textureHeight = _image->t();
_textureWidth = image->s();
_textureHeight = image->t();
}
else
{
static bool s_SGIS_GenMipmap = isGLExtensionSupported("GL_SGIS_generate_mipmap");
if (s_SGIS_GenMipmap && (_min_filter != LINEAR && _min_filter != NEAREST)) {
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
}
// calculate texture dimension
_textureWidth = 1;
for (; _textureWidth < (_subloadOffsX + _image->s()); _textureWidth <<= 1)
for (; _textureWidth < (_subloadOffsX + image->s()); _textureWidth <<= 1)
;
_textureHeight = 1;
for (; _textureHeight < (_subloadOffsY + _image->t()); _textureHeight <<= 1)
for (; _textureHeight < (_subloadOffsY + image->t()); _textureHeight <<= 1)
;
// reserve appropriate texture memory
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat,
glTexImage2D(target, 0, internalFormat,
_textureWidth, _textureHeight, 0,
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
(GLenum) image->pixelFormat(), (GLenum) image->dataType(),
NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0,
glTexSubImage2D(target, 0,
_subloadOffsX, _subloadOffsY,
_image->s(), _image->t(),
(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
_image->data());
image->s(), image->t(),
(GLenum) image->pixelFormat(), (GLenum) image->dataType(),
image->data());
}
}
@@ -550,13 +552,13 @@ void Texture::copyTexImage2D(State& state, int x, int y, int width, int height )
// Get a new 2d texture handle.
glGenTextures( 1, &handle );
glBindTexture( GL_TEXTURE_2D, handle );
applyTexParameters(state);
glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, x, y, width, height, 0 );
glBindTexture( _target, handle );
applyTexParameters(_target,state);
glCopyTexImage2D( _target, 0, GL_RGBA, x, y, width, height, 0 );
/* Redundant, delete later */
// glBindTexture( GL_TEXTURE_2D, handle );
// glBindTexture( _target, handle );
_textureWidth = width;
_textureHeight = height;
@@ -577,12 +579,12 @@ void Texture::copyTexSubImage2D(State& state, int xoffset, int yoffset, int x, i
if (handle)
{
// we have a valid image
glBindTexture( GL_TEXTURE_2D, handle );
applyTexParameters(state);
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, xoffset,yoffset, x, y, width, height);
glBindTexture( _target, handle );
applyTexParameters(_target,state);
glCopyTexSubImage2D( _target, 0, xoffset,yoffset, x, y, width, height);
/* Redundant, delete later */
glBindTexture( GL_TEXTURE_2D, handle );
glBindTexture( _target, handle );
// inform state that this texture is the current one bound.
state.have_applied(this);

View File

@@ -159,10 +159,10 @@ bool TextureCubeMap::imagesValid() const
void TextureCubeMap::apply(State& state) const
{
static bool s_ARB_CubeMapSupported = isGLExtensionSupported("GL_ARB_texture_cube_map");
static bool s_EXT_CubeMapSupported = isGLExtensionSupported("GL_EXT_texture_cube_map");
static bool s_CubeMapSupported = isGLExtensionSupported("GL_ARB_texture_cube_map") ||
isGLExtensionSupported("GL_EXT_texture_cube_map");
if (!s_ARB_CubeMapSupported /*&& !s_EXT_CubeMapSupported*/)
if (!s_CubeMapSupported)
return;
// get the contextID (user defined ID of 0 upwards) for the
@@ -180,6 +180,7 @@ void TextureCubeMap::apply(State& state) const
if (_subloadMode == OFF)
{
glBindTexture( _target, handle );
if (_texParamtersDirty) applyTexParameters(_target,state);
}
else if (imagesValid())
{
@@ -187,6 +188,7 @@ void TextureCubeMap::apply(State& state) const
modifiedTag = 0;
glBindTexture( _target, handle );
if (_texParamtersDirty) applyTexParameters(_target,state);
for (int n=0; n<6; n++)
{
if ((_subloadMode == AUTO) ||
@@ -208,12 +210,11 @@ void TextureCubeMap::apply(State& state) const
glGenTextures( 1L, (GLuint *)&handle );
glBindTexture( _target, handle );
applyImmediateMode(state);
applyTexParameters(_target,state);
for (int n=0; n<6; n++)
{
applyFaceImmediateMode(
faceTarget[n], _images[n].get(), state);
applyTexImage( faceTarget[n], _images[n].get(), state);
}
// in theory the following line is redundent, but in practice
@@ -224,234 +225,3 @@ void TextureCubeMap::apply(State& state) const
}
}
void TextureCubeMap::applyImmediateMode(State& state) const
{
WrapMode ws = _wrap_s, wt = _wrap_t;
// GL_IBM_texture_mirrored_repeat, fall-back REPEAT
static bool s_mirroredSupported = isGLExtensionSupported("GL_IBM_texture_mirrored_repeat");
if (!s_mirroredSupported)
{
if (ws == MIRROR)
ws = REPEAT;
if (wt == MIRROR)
wt = REPEAT;
}
// GL_EXT_texture_edge_clamp, fall-back CLAMP
static bool s_edgeClampSupported = isGLExtensionSupported("GL_EXT_texture_edge_clamp");
if (!s_edgeClampSupported)
{
if (ws == CLAMP_TO_EDGE)
ws = CLAMP;
if (wt == CLAMP_TO_EDGE)
wt = CLAMP;
}
static bool s_borderClampSupported = isGLExtensionSupported("GL_ARB_texture_border_clamp");
if(!s_borderClampSupported)
{
if(ws == CLAMP_TO_BORDER)
ws = CLAMP;
if(wt == CLAMP_TO_BORDER)
wt = CLAMP;
}
glTexParameteri( _target, GL_TEXTURE_WRAP_S, ws );
glTexParameteri( _target, GL_TEXTURE_WRAP_T, wt );
glTexParameteri( _target, GL_TEXTURE_MIN_FILTER, _min_filter);
if (_mag_filter == ANISOTROPIC)
{
// check for support for anisotropic filter,
// note since this is static varible it is intialised
// only on the first time entering this code block,
// is then never reevaluated on subsequent calls.
static bool s_anisotropicSupported =
isGLExtensionSupported("GL_EXT_texture_filter_anisotropic");
if (s_anisotropicSupported)
{
// note, GL_TEXTURE_MAX_ANISOTROPY_EXT will either be defined
// by gl.h (or via glext.h) or by include/osg/Texture.
glTexParameterf(_target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.f);
}
else
{
glTexParameteri(_target, GL_TEXTURE_MAG_FILTER, LINEAR);
}
}
else
{
glTexParameteri(_target, GL_TEXTURE_MAG_FILTER, _mag_filter);
}
}
void TextureCubeMap::applyFaceImmediateMode(GLenum facetarget, Image* image, State& state) const
{
// get the contextID (user defined ID of 0 upwards) for the
// current OpenGL context.
const uint contextID = state.getContextID();
// update the modified tag to show that it is upto date.
getModifiedTag(contextID) = image->getModifiedTag();
if (_subloadMode == OFF)
image->ensureDimensionsArePowerOfTwo();
glPixelStorei(GL_UNPACK_ALIGNMENT,image->packing());
static bool s_ARB_Compression = isGLExtensionSupported("GL_ARB_texture_compression");
static bool s_S3TC_Compression = isGLExtensionSupported("GL_EXT_texture_compression_s3tc");
// select the internalFormat required for the texture.
int internalFormat = image->internalFormat();
switch(_internalFormatMode)
{
case(USE_IMAGE_DATA_FORMAT):
internalFormat = image->internalFormat();
break;
case(USE_ARB_COMPRESSION):
if (s_ARB_Compression)
{
switch(image->pixelFormat())
{
case(1): internalFormat = GL_COMPRESSED_ALPHA_ARB; break;
case(2): internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
case(3): internalFormat = GL_COMPRESSED_RGB_ARB; break;
case(4): internalFormat = GL_COMPRESSED_RGBA_ARB; break;
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_ARB; break;
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_ARB; break;
case(GL_ALPHA): internalFormat = GL_COMPRESSED_ALPHA_ARB; break;
case(GL_LUMINANCE): internalFormat = GL_COMPRESSED_LUMINANCE_ARB; break;
case(GL_LUMINANCE_ALPHA): internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
case(GL_INTENSITY): internalFormat = GL_COMPRESSED_INTENSITY_ARB; break;
}
}
else internalFormat = image->internalFormat();
break;
case(USE_S3TC_DXT1_COMPRESSION):
if (s_S3TC_Compression)
{
switch(image->pixelFormat())
{
case(3): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; break;
default: internalFormat = image->internalFormat(); break;
}
}
else internalFormat = image->internalFormat();
break;
case(USE_S3TC_DXT3_COMPRESSION):
if (s_S3TC_Compression)
{
switch(image->pixelFormat())
{
case(3):
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4):
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
default: internalFormat = image->internalFormat(); break;
}
}
else internalFormat = image->internalFormat();
break;
case(USE_S3TC_DXT5_COMPRESSION):
if (s_S3TC_Compression)
{
switch(image->pixelFormat())
{
case(3):
case(GL_RGB): internalFormat = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break;
case(4):
case(GL_RGBA): internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
default: internalFormat = image->internalFormat(); break;
}
}
else internalFormat = image->internalFormat();
break;
case(USE_USER_DEFINED_FORMAT):
internalFormat = _internalFormatValue;
break;
}
if (_subloadMode == OFF)
{
if( _min_filter == LINEAR || _min_filter == NEAREST )
{
glTexImage2D( facetarget, 0, internalFormat,
image->s(), image->t(), 0,
(GLenum)image->pixelFormat(),
(GLenum)image->dataType(),
image->data() );
// just estimate estimate it right now..
// note, ignores texture compression..
_textureObjectSize = image->s()*image->t()*4;
}
else
{
gluBuild2DMipmaps( facetarget, internalFormat,
image->s(), image->t(),
(GLenum)image->pixelFormat(), (GLenum)image->dataType(),
image->data() );
// just estimate size it right now..
// crude x2 multiplier to account for minmap storage.
// note, ignores texture compression..
_textureObjectSize = image->s()*image->t()*4;
}
_textureWidth = image->s();
_textureHeight = image->t();
}
else
{
/* target=? ABJ
static bool s_SGIS_GenMipmap = isGLExtensionSupported("GL_SGIS_generate_mipmap");
if (s_SGIS_GenMipmap && (_min_filter != LINEAR && _min_filter != NEAREST)) {
glTexParameteri(_target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
}
*/
// calculate texture dimension
_textureWidth = 1;
for (; _textureWidth < (_subloadOffsX + image->s()); _textureWidth <<= 1)
;
_textureHeight = 1;
for (; _textureHeight < (_subloadOffsY + image->t()); _textureHeight <<= 1)
;
// reserve appropriate texture memory
glTexImage2D(facetarget, 0, internalFormat,
_textureWidth, _textureHeight, 0,
(GLenum) image->pixelFormat(), (GLenum) image->dataType(),
NULL);
glTexSubImage2D(facetarget, 0,
_subloadOffsX, _subloadOffsY,
image->s(), image->t(),
(GLenum) image->pixelFormat(), (GLenum) image->dataType(),
image->data());
}
}