Added support for setting the texture subload width and height within
osg::Texture. The values default to 0, and in this state they are sizes of the glTexSubImage2D are taken from the source image size. This allows the previous setup with no settings for subload size to work as before.
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@@ -42,6 +42,7 @@ Texture::Texture()
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_subloadMode = OFF;
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_subloadOffsX = _subloadOffsY = 0;
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_subloadWidth = _subloadHeight = 0;
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_borderColor.set(0.0, 0.0, 0.0, 0.0);//OpenGL default
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@@ -95,6 +96,8 @@ int Texture::compare(const StateAttribute& sa) const
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COMPARE_StateAttribute_Parameter(_subloadMode)
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COMPARE_StateAttribute_Parameter(_subloadOffsX)
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COMPARE_StateAttribute_Parameter(_subloadOffsY)
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COMPARE_StateAttribute_Parameter(_subloadWidth)
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COMPARE_StateAttribute_Parameter(_subloadHeight)
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return 0; // passed all the above comparison macro's, must be equal.
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}
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@@ -209,7 +212,7 @@ void Texture::apply(State& state) const
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if (_texParamtersDirty) applyTexParameters(_target,state);
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glTexSubImage2D(_target, 0,
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_subloadOffsX, _subloadOffsY,
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_image->s(), _image->t(),
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(_subloadWidth>0)?_subloadWidth:_image->s(), (_subloadHeight>0)?_subloadHeight:_image->t(),
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(GLenum) _image->pixelFormat(), (GLenum) _image->dataType(),
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_image->data());
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// update the modified flag to show that the image has been loaded.
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@@ -453,14 +456,17 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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if (s_SGIS_GenMipmap && (_min_filter != LINEAR && _min_filter != NEAREST)) {
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glTexParameteri(target, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
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}
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GLsizei width = (_subloadWidth>0)?_subloadWidth:image->s();
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GLsizei height = (_subloadHeight>0)?_subloadHeight:image->t();
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// calculate texture dimension
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_textureWidth = 1;
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for (; _textureWidth < (_subloadOffsX + image->s()); _textureWidth <<= 1)
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for (; _textureWidth < (_subloadOffsX + width); _textureWidth <<= 1)
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;
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_textureHeight = 1;
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for (; _textureHeight < (_subloadOffsY + image->t()); _textureHeight <<= 1)
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for (; _textureHeight < (_subloadOffsY + height); _textureHeight <<= 1)
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;
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// reserve appropriate texture memory
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@@ -471,7 +477,7 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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glTexSubImage2D(target, 0,
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_subloadOffsX, _subloadOffsY,
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image->s(), image->t(),
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width, height,
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(GLenum) image->pixelFormat(), (GLenum) image->dataType(),
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image->data());
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}
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