Fixed compile problem under VisualStudio.
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@@ -432,7 +432,7 @@ void Texture::applyTexImage(GLenum target, Image* image, State& state) const
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// when use 16 bit textures rather than 24/32bit textures.
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// internalFormat = GL_RGBA4;
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static MyCompressedTexImage2DArbProc glCompressedTexImage2D_ptr =
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(PFNGLCOMPRESSEDTEXIMAGE2DARBPROC)getGLExtensionFuncPtr("glCompressedTexImage2DARB");
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(MyCompressedTexImage2DArbProc)getGLExtensionFuncPtr("glCompressedTexImage2DARB");
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if (_subloadMode == OFF) {
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if( _min_filter == LINEAR || _min_filter == NEAREST )
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