From Romano Magacho, fixes to handle the subloading from Image when the
internal format changes requiring a rebuild of the texture object.
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@@ -123,7 +123,7 @@ void Texture2D::apply(State& state) const
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else if (_image.valid() && getModifiedTag(contextID) != _image->getModifiedTag())
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{
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applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
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_textureWidth, _textureHeight, _numMipmapLevels);
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_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
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// update the modified tag to show that it is upto date.
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getModifiedTag(contextID) = _image->getModifiedTag();
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@@ -172,7 +172,7 @@ void Texture2D::apply(State& state) const
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{
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//std::cout<<"Reusing texture object"<<std::endl;
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applyTexImage2D_subload(state,GL_TEXTURE_2D,_image.get(),
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_textureWidth, _textureHeight, _numMipmapLevels);
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_textureWidth, _textureHeight, _internalFormat, _numMipmapLevels);
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}
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else
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{
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