Added catch for changes in image pixel format and dimensions so that the texture object is released when the image changes enough to warrant a new texture object.
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@@ -143,10 +143,32 @@ void Texture2D::apply(State& state) const
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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 != 0)
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if (textureObject)
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{
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if (_image.valid() && getModifiedCount(contextID) != _image->getModifiedCount())
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{
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// compute the internal texture format, this set the _internalFormat to an appropriate value.
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computeInternalFormat();
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GLsizei new_width, new_height, new_numMipmapLevels;
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// compute the dimensions of the texture.
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computeRequiredTextureDimensions(state, *_image, new_width, new_height, new_numMipmapLevels);
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if (!textureObject->match(GL_TEXTURE_2D, new_numMipmapLevels, _internalFormat, new_width, new_height, 1, _borderWidth))
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{
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Texture::releaseTextureObject(contextID, _textureObjectBuffer[contextID].get());
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_textureObjectBuffer[contextID] = 0;
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textureObject = 0;
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}
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}
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}
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if (textureObject)
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{
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textureObject->bind();
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if (getTextureParameterDirty(state.getContextID()))
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applyTexParameters(GL_TEXTURE_2D,state);
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@@ -180,7 +202,7 @@ void Texture2D::apply(State& state) const
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_subloadCallback->load(*this,state);
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textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
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// in theory the following line is redundent, but in practice
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// have found that the first frame drawn doesn't apply the textures
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@@ -202,7 +224,7 @@ void Texture2D::apply(State& state) const
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computeRequiredTextureDimensions(state,*image,_textureWidth, _textureHeight, _numMipmapLevels);
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_textureObjectBuffer[contextID] = textureObject = generateTextureObject(
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this, contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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this, contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
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textureObject->bind();
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@@ -245,7 +267,7 @@ void Texture2D::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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this, contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,0);
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this, contextID,GL_TEXTURE_2D,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,1,_borderWidth);
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textureObject->bind();
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