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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-02 03:53:50 +00:00
random testing bits trying to isolate remaining forward issues.
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093f50bd9d
commit
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5 changed files with 77 additions and 28 deletions
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@ -354,15 +354,15 @@ void GFXGLCubemapArray::init(GFXCubemapHandle *cubemaps, const U32 cubemapCount)
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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const U32 mipSize = getMax(U32(1), mSize >> currentMip);
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/*if (isCompressed)
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if (isCompressed)
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{
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const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
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glCompressedTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
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glCompressedTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, GFXGLTextureInternalFormat[mFormat], 0, 0, i * 6 + face, 0, mipDataSize, pixelData);
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}
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else
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{*/
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glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, i * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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//}
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{
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glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, i * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
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delete[] pixelData;
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@ -415,15 +415,15 @@ void GFXGLCubemapArray::updateTexture(const GFXCubemapHandle &cubemap, const U32
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, mCubemap);
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const U32 mipSize = getMax(U32(1), mSize >> currentMip);
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/*if (isCompressed)
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if (isCompressed)
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{
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const U32 mipDataSize = getCompressedSurfaceSize(mFormat, mSize, mSize, currentMip);
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glCompressedTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, GFXGLTextureInternalFormat[mFormat], mipSize, mipSize, 0, mipDataSize, pixelData);
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glCompressedTexImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, GFXGLTextureInternalFormat[mFormat], 0, 0, slot * 6 + face, 0, mipDataSize, pixelData);
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}
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else
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{*/
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{
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glTexSubImage3D(GL_TEXTURE_CUBE_MAP_ARRAY, currentMip, 0, 0, slot * 6 + face, mipSize, mipSize, 1, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], pixelData);
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//}
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}
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glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, 0);
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delete[] pixelData;
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