Work in progress to allow osg::Texture2DArray to be set up with a single osg::Image containing 3D image data.
git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14773 16af8721-9629-0410-8352-f15c8da7e697
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@@ -59,7 +59,7 @@ class OSG_EXPORT Texture2DArray : public Texture
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* image/layer count, you have to use the extension subclass, since it provides
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* graphic context dependent information.
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*/
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virtual unsigned int getNumImages() const { return getTextureDepth(); }
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virtual unsigned int getNumImages() const { return _images.size(); }
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/** Check how often was a certain layer in the given context modified */
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inline unsigned int& getModifiedCount(unsigned int layer, unsigned int contextID) const
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@@ -131,10 +131,8 @@ class OSG_EXPORT Texture2DArray : public Texture
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void applyTexImage2DArray_subload(State& state, Image* image, GLsizei inwidth, GLsizei inheight, GLsizei indepth, GLint inInternalFormat, GLsizei& numMipmapLevels) const;
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/**
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* Use std::vector to encapsulate referenced pointers to images of different layers.
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* Vectors gives us a random access iterator. The overhead of non-used elements is negligible */
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std::vector<ref_ptr<Image> > _images;
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typedef std::vector< ref_ptr<Image> > Images;
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Images _images;
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// subloaded images can have different texture and image sizes.
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mutable GLsizei _textureWidth, _textureHeight, _textureDepth;
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