Preliminary work on support for a texture object pool that is designed to help manage resources down the GPU more tightly.
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@@ -232,7 +232,7 @@ void Texture3D::apply(State& state) const
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else if (_subloadCallback.valid())
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{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_3D);
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(this, contextID,GL_TEXTURE_3D);
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textureObject->bind();
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@@ -258,7 +258,7 @@ void Texture3D::apply(State& state) const
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// compute the dimensions of the texture.
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computeRequiredTextureDimensions(state,*_image,_textureWidth, _textureHeight, _textureDepth,_numMipmapLevels);
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textureObject = generateTextureObject(contextID,GL_TEXTURE_3D);
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textureObject = generateTextureObject(this, contextID,GL_TEXTURE_3D);
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textureObject->bind();
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@@ -284,7 +284,7 @@ void Texture3D::apply(State& state) const
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else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_textureDepth!=0) && (_internalFormat!=0) )
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{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
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contextID,GL_TEXTURE_3D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
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this, contextID,GL_TEXTURE_3D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
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textureObject->bind();
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