Texture2D::Texture2D(ResourceManager *m):
Texture(GL_TEXTURE_2D, m),
- ifmt(RGB),
width(0),
height(0),
allocated(0)
if(wd==0 || ht==0)
throw invalid_argument("Texture2D::storage");
- if(MSP_sized_internal_formats)
- fmt = get_sized_pixelformat(fmt);
- require_pixelformat(fmt);
-
- ifmt = fmt;
+ set_internal_format(fmt);
width = wd;
height = ht;
}
return sub_image(level, 0, 0, w, h, fmt, type, data);
BindRestore _bind(this);
- glTexImage2D(target, level, ifmt, w, h, 0, fmt, type, data);
+ glTexImage2D(target, level, ifmt, w, h, 0, get_upload_format(fmt), type, data);
allocated |= 1<<level;
if(gen_mipmap && level==0)
Conditional<BindRestore> _bind(!ARB_direct_state_access, this);
allocate(level);
+ fmt = get_upload_format(fmt);
if(ARB_direct_state_access)
glTextureSubImage2D(id, level, x, y, wd, ht, fmt, type, data);
else
UInt64 Texture2D::get_data_size() const
{
- return id ? width*height*get_component_count(ifmt) : 0;
+ return id ? width*height*get_pixel_size(ifmt) : 0;
}
void Texture2D::unload()