From Bob Kuehne, fixed eroneous use of GL_TEXTURE_2D token in texture object
manager usage
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@@ -118,7 +118,7 @@ void Texture1D::apply(State& state) const
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{
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// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
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_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_2D);
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_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_1D);
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textureObject->bind();
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@@ -139,7 +139,7 @@ void Texture1D::apply(State& state) const
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{
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// we don't have a applyTexImage1D_subload yet so can't reuse.. so just generate a new texture object.
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_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_2D);
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_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_1D);
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textureObject->bind();
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@@ -292,7 +292,7 @@ void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
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if (width==(int)_textureWidth)
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{
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// we have a valid texture object which is the right size
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// so lets play clever and use copyTexSubImage2D instead.
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// so lets play clever and use copyTexSubImage1D instead.
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// this allows use to reuse the texture object and avoid
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// expensive memory allocations.
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copyTexSubImage1D(state,0 ,x, y, width);
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@@ -316,7 +316,7 @@ void Texture1D::copyTexImage1D(State& state, int x, int y, int width)
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_min_filter = LINEAR;
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_mag_filter = LINEAR;
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_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_2D);
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_textureObjectBuffer[contextID] = textureObject = getTextureObjectManager()->generateTextureObject(contextID,GL_TEXTURE_1D);
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textureObject->bind();
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@@ -349,9 +349,6 @@ void Texture1D::copyTexSubImage1D(State& state, int xoffset, int x, int y, int w
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applyTexParameters(GL_TEXTURE_1D,state);
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glCopyTexSubImage1D( GL_TEXTURE_1D, 0, xoffset, x, y, width);
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/* Redundant, delete later */
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//glBindTexture( GL_TEXTURE_1D, handle );
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// inform state that this texture is the current one bound.
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state.haveAppliedAttribute(this);
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