From Art Trevs, "Features of the patch are:
- Implementation of integer textures as in EXT_texture_integer - setBorderColor(Vec4) changed to setBorderColor(Vec4d) to pass double values as border color. (Probably we have to provide an overloading function to still support Vec4f ?) - new method Texture::getInternalFormatType() added. Gives information if the internal format normalized, float, signed integer or unsigned integer. Can help people to write better code ;-) " Futher changes to this submission by Robert Osfield, changed the dirty mipmap flag into a buffer_value<> vector to ensure safe handling of multiple contexts.
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@@ -179,7 +179,7 @@ void Texture1D::apply(State& state) const
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applyTexParameters(GL_TEXTURE_1D,state);
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// no image present, but dimensions at set so lets create the texture
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// no image present, but dimensions are set so lets create the texture
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glTexImage1D( GL_TEXTURE_1D, 0, _internalFormat,
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_textureWidth, _borderWidth,
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_sourceFormat ? _sourceFormat : _internalFormat,
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@@ -190,17 +190,24 @@ void Texture1D::apply(State& state) const
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{
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_readPBuffer->bindPBufferToTexture(GL_FRONT);
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}
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}
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else
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{
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glBindTexture( GL_TEXTURE_1D, 0 );
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}
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// if texture object is now valid and we have to allocate mipmap levels, then
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if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID])
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{
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generateMipmap(state);
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}
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}
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void Texture1D::computeInternalFormat() const
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{
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if (_image.valid()) computeInternalFormatWithImage(*_image);
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else computeInternalFormatType();
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}
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void Texture1D::applyTexImage1D(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& numMipmapLevels) const
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@@ -392,3 +399,40 @@ void Texture1D::copyTexSubImage1D(State& state, int xoffset, int x, int y, int w
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copyTexImage1D(state,x,y,width);
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}
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}
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void Texture1D::allocateMipmap(State& state) const
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{
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const unsigned int contextID = state.getContextID();
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// get the texture object for the current contextID.
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TextureObject* textureObject = getTextureObject(contextID);
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if (textureObject && _textureWidth != 0)
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{
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// bind texture
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textureObject->bind();
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// compute number of mipmap levels
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int width = _textureWidth;
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int numMipmapLevels = 1 + (int)floor(log2(width));
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// we do not reallocate the level 0, since it was already allocated
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width >>= 1;
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for( GLsizei k = 1; k < numMipmapLevels && width; k++)
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{
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if (width == 0)
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width = 1;
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glTexImage1D( GL_TEXTURE_1D, k, _internalFormat,
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width, _borderWidth,
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_sourceFormat ? _sourceFormat : _internalFormat,
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_sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL);
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width >>= 1;
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}
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// inform state that this texture is the current one bound.
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state.haveAppliedTextureAttribute(state.getActiveTextureUnit(), this);
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}
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}
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