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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@@ -230,7 +230,7 @@ void TextureCubeMap::apply(State& state) const
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}
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else if (_subloadCallback.valid())
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{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(contextID,GL_TEXTURE_CUBE_MAP);
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(this, contextID,GL_TEXTURE_CUBE_MAP);
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textureObject->bind();
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@@ -261,7 +261,7 @@ void TextureCubeMap::apply(State& state) const
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}
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textureObject = generateTextureObject(
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contextID,GL_TEXTURE_CUBE_MAP,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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this, contextID,GL_TEXTURE_CUBE_MAP,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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textureObject->bind();
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@@ -304,7 +304,7 @@ void TextureCubeMap::apply(State& state) const
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else if ( (_textureWidth!=0) && (_textureHeight!=0) && (_internalFormat!=0) )
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{
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
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contextID,GL_TEXTURE_CUBE_MAP,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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this, contextID,GL_TEXTURE_CUBE_MAP,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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textureObject->bind();
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