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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@@ -118,7 +118,7 @@ void TextureRectangle::apply(State& state) const
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}
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else if (_image.valid() && getModifiedTag(contextID) != _image->getModifiedTag())
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{
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applyTexImage_subload(GL_TEXTURE_RECTANGLE_NV, _image.get(), state, _textureWidth, _textureHeight);
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applyTexImage_subload(GL_TEXTURE_RECTANGLE_NV, _image.get(), state, _textureWidth, _textureHeight, _internalFormat);
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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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@@ -212,13 +212,13 @@ void TextureRectangle::applyTexImage_load(GLenum target, Image* image, State& st
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inheight = image->t();
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}
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void TextureRectangle::applyTexImage_subload(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight) const
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void TextureRectangle::applyTexImage_subload(GLenum target, Image* image, State& state, GLsizei& inwidth, GLsizei& inheight, GLint& inInternalFormat) 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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if (!image || !image->data())
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return;
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if (image->s()!=inwidth || image->t()!=inheight)
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if (image->s()!=inwidth || image->t()!=inheight || image->getInternalTextureFormat()!=inInternalFormat)
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{
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applyTexImage_load(target, image, state, inwidth, inheight);
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return;
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