Added proper handling of 3d texture compression
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@@ -600,6 +600,16 @@ bool Texture::isCompressedInternalFormat(GLint internalFormat) const
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}
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}
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void Texture::getCompressedSize(GLenum internalFormat, GLint width, GLint height, GLint depth, GLint& blockSize, GLint& size) const
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{
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if (_internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT || _internalFormat == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
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blockSize = 8;
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else
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blockSize = 16;
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size = ((width+3)/4)*((height+3)/4)*depth*blockSize;
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}
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void Texture::applyTexParameters(GLenum target, State& state) const
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{
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// get the contextID (user defined ID of 0 upwards) for the
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@@ -738,6 +748,7 @@ bool Texture::areAllTextureObjectsLoaded() const
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return true;
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}
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void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* image, GLsizei inwidth, GLsizei inheight,GLsizei numMipmapLevels) const
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{
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// if we don't have a valid image we can't create a texture!
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@@ -833,8 +844,8 @@ void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* ima
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{
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numMipmapLevels = 1;
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GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
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GLint size = ((inwidth+3)/4)*((inheight+3)/4)*blockSize;
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GLint blockSize, size;
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getCompressedSize(_internalFormat, inwidth, inheight, 1, blockSize,size);
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extensions->glCompressedTexImage2D(target, 0, _internalFormat,
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inwidth, inheight,0,
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@@ -879,8 +890,8 @@ void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* ima
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}
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else if (extensions->isCompressedTexImage2DSupported())
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{
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GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
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GLint size = 0;
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GLint blockSize, size;
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for( GLsizei k = 0 ; k < numMipmapLevels && (width || height) ;k++)
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{
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if (width == 0)
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@@ -888,7 +899,7 @@ void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* ima
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if (height == 0)
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height = 1;
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size = ((width+3)/4)*((height+3)/4)*blockSize;
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getCompressedSize(_internalFormat, width, height, 1, blockSize,size);
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extensions->glCompressedTexImage2D(target, k, _internalFormat,
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width, height, _borderWidth,
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size, image->getMipmapData(k));
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@@ -1034,8 +1045,8 @@ void Texture::applyTexImage2D_subload(State& state, GLenum target, const Image*
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}
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else if (extensions->isCompressedTexImage2DSupported())
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{
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GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
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GLint size = ((inwidth+3)/4)*((inheight+3)/4)*blockSize;
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GLint blockSize,size;
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getCompressedSize(_internalFormat, inwidth, inheight, 1, blockSize,size);
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extensions->glCompressedTexSubImage2D(target, 0,
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0,0,
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@@ -1079,8 +1090,7 @@ void Texture::applyTexImage2D_subload(State& state, GLenum target, const Image*
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}
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else if (extensions->isCompressedTexImage2DSupported())
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{
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GLint blockSize = ( _internalFormat == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ? 8 : 16 );
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GLint size = 0;
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GLint blockSize,size;
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for( GLsizei k = 0 ; k < numMipmapLevels && (width || height) ;k++)
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{
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if (width == 0)
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@@ -1088,7 +1098,7 @@ void Texture::applyTexImage2D_subload(State& state, GLenum target, const Image*
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if (height == 0)
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height = 1;
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size = ((width+3)/4)*((height+3)/4)*blockSize;
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getCompressedSize(_internalFormat, inwidth, inheight, 1, blockSize,size);
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//state.checkGLErrors("before extensions->glCompressedTexSubImage2D(");
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