Standardized the glTexStorage*() calls to use osg::maximum(_numMipmapLevels,1) of rnumber of mipmaps to keep the usage consistent.
Fixed the erronous Texture2DArray glTexStorage call so that it used the _numMipmapLevels as above to resolve bug in allocation.
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@ -239,7 +239,7 @@ void Texture1D::apply(State& state) const
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_1D, state);
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extensions->glTexStorage1D( GL_TEXTURE_1D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat, _textureWidth);
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extensions->glTexStorage1D( GL_TEXTURE_1D, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth);
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}
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else
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{
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@ -306,7 +306,7 @@ void Texture2D::apply(State& state) const
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textureObject = generateAndAssignTextureObject(contextID, GL_TEXTURE_2D, _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight, 1, _borderWidth);
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_2D, state);
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extensions->glTexStorage2D( GL_TEXTURE_2D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat,
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extensions->glTexStorage2D( GL_TEXTURE_2D, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat,
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_textureWidth, _textureHeight);
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}
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else
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@ -355,7 +355,7 @@ void Texture2DArray::apply(State& state) const
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// First we need to allocate the texture memory
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if(texStorageSizedInternalFormat!=0)
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{
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extensions->glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, textureDepth);
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extensions->glTexStorage3D(GL_TEXTURE_2D_ARRAY, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight, textureDepth);
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}
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else
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{
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@ -454,7 +454,7 @@ void Texture2DArray::apply(State& state) const
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if (texStorageSizedInternalFormat!=0)
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{
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extensions->glTexStorage3D( GL_TEXTURE_2D_ARRAY, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
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extensions->glTexStorage3D( GL_TEXTURE_2D_ARRAY, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
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}
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else
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extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY, 0, _internalFormat,
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@ -323,7 +323,7 @@ void Texture3D::apply(State& state) const
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textureObject->bind();
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applyTexParameters(GL_TEXTURE_3D, state);
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extensions->glTexStorage3D( GL_TEXTURE_3D, (_numMipmapLevels >0)?_numMipmapLevels:1, texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
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extensions->glTexStorage3D( GL_TEXTURE_3D, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight, _textureDepth);
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}
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else
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{
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@ -353,7 +353,7 @@ void TextureCubeMap::apply(State& state) const
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if(texStorageSizedInternalFormat!=0)
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{
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extensions->glTexStorage2D(GL_TEXTURE_CUBE_MAP, _numMipmapLevels==0 ? 1 : _numMipmapLevels, texStorageSizedInternalFormat, _textureWidth, _textureHeight);
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extensions->glTexStorage2D(GL_TEXTURE_CUBE_MAP, osg::maximum(_numMipmapLevels,1), texStorageSizedInternalFormat, _textureWidth, _textureHeight);
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}
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else
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