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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@@ -409,8 +409,8 @@ void TextureRectangle::applyTexImage_subload(GLenum target, Image* image, State&
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void TextureRectangle::computeInternalFormat() const
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{
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if (_image.valid())
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computeInternalFormatWithImage(*_image);
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if (_image.valid()) computeInternalFormatWithImage(*_image);
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else computeInternalFormatType();
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}
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void TextureRectangle::copyTexImage2D(State& state, int x, int y, int width, int height )
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@@ -542,3 +542,46 @@ void TextureRectangle::copyTexSubImage2D(State& state, int xoffset, int yoffset,
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copyTexImage2D(state,x,y,width,height);
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}
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}
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void TextureRectangle::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 && _textureHeight != 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 height = _textureHeight;
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int numMipmapLevels = 1 + (int)floor(log2(maximum(width, height)));
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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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height >>= 1;
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for( GLsizei k = 1; k < numMipmapLevels && (width || height); k++)
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{
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if (width == 0)
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width = 1;
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if (height == 0)
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height = 1;
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glTexImage2D( GL_TEXTURE_RECTANGLE, k, _internalFormat,
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width, height, _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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height >>= 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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