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https://github.com/TorqueGameEngines/Torque3D.git
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OpenGL: Mipmaps for GFXGLCubemap. Fix compressed textures.
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2f8f89d486
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@ -88,13 +88,23 @@ void GFXGLCubemap::fillCubeTextures(GFXTexHandle* faces)
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GFXFormat faceFormat = faces[i]->getFormat();
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GFXGLTextureObject* glTex = static_cast<GFXGLTextureObject*>(faces[i].getPointer());
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const U32 mipCount = isCompressed ? mMipLevels : 1;
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for( U32 mip = 0; mip < mipCount; ++mip )
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if( isCompressed )
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{
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U8* buf = glTex->getTextureData( mip );
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const U32 mipWidth = getMax( U32(1), faces[i]->getWidth() >> mip );
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const U32 mipHeight = getMax( U32(1), faces[i]->getHeight() >> mip );
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glTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[faceFormat], mipWidth, mipHeight,
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for( U32 mip = 0; mip < mMipLevels; ++mip )
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{
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const U32 mipWidth = getMax( U32(1), faces[i]->getWidth() >> mip );
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const U32 mipHeight = getMax( U32(1), faces[i]->getHeight() >> mip );
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const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, mWidth, mHeight, mip );
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U8* buf = glTex->getTextureData( mip );
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glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipWidth, mipHeight, 0, mipDataSize, buf);
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delete[] buf;
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}
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}
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else
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{
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U8* buf = glTex->getTextureData();
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glTexImage2D(faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], mWidth, mHeight,
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], buf);
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delete[] buf;
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}
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@ -192,16 +202,23 @@ void GFXGLCubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
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mWidth = texSize;
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mHeight = texSize;
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for(U32 i = 0; i < 6; i++)
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{
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const U32 mipCount = isCompressed ? mMipLevels : 1;
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for( U32 mip = 0; mip < mipCount; ++mip )
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for(U32 i = 0; i < 6; i++)
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{
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if( isCompressedFormat(faceFormat) )
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{
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const U32 mipSize = getMax( U32(1), texSize >> mip );
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glTexImage2D( faceList[i], mip, GFXGLTextureInternalFormat[faceFormat], mipSize, mipSize,
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for( U32 mip = 0; mip < mMipLevels; ++mip )
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{
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const U32 mipSize = getMax( U32(1), texSize >> mip );
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const U32 mipDataSize = getCompressedSurfaceSize( mFaceFormat, texSize, texSize, mip );
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glCompressedTexImage2D(faceList[i], mip, GFXGLTextureInternalFormat[mFaceFormat], mipSize, mipSize, 0, mipDataSize, NULL);
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}
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}
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else
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{
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glTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[faceFormat], texSize, texSize,
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0, GFXGLTextureFormat[faceFormat], GFXGLTextureType[faceFormat], NULL);
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}
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}
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}
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if( !isCompressed )
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glGenerateMipmap(GL_TEXTURE_CUBE_MAP);
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@ -255,7 +255,11 @@ U8* GFXGLTextureObject::getTextureData( U32 mip )
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U8* data = new U8[dataSize];
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PRESERVE_TEXTURE(mBinding);
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glBindTexture(mBinding, mHandle);
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glGetTexImage(mBinding, mip, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], data);
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if( isCompressedFormat(mFormat) )
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glGetCompressedTexImage( mBinding, mip, data );
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else
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glGetTexImage(mBinding, mip, GFXGLTextureFormat[mFormat], GFXGLTextureType[mFormat], data);
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return data;
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}
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