Fixes the backend logic for setting/creating 3DTextures in D3D11

This commit is contained in:
Areloch 2020-08-07 01:10:36 -05:00
parent 2b686bf713
commit 45d304ee31
6 changed files with 49 additions and 24 deletions

View file

@ -815,7 +815,6 @@ GFXTextureObject *GFXTextureManager::createTexture( U32 width, U32 height, GFXFo
GFXTextureObject *GFXTextureManager::createTexture( U32 width,
U32 height,
U32 depth,
void *pixels,
GFXFormat format,
GFXTextureProfile *profile,
U32 numMipLevels)
@ -831,14 +830,6 @@ GFXTextureObject *GFXTextureManager::createTexture( U32 width,
return NULL;
}
// Call the internal load...
if( !_loadTexture( ret, pixels ) )
{
Con::errorf("GFXTextureManager - failed to load volume texture" );
return NULL;
}
// And do book-keeping...
// - texture info
ret->mBitmapSize.set( width, height, depth );