namespace Msp {
namespace GL {
+Texture3D::Texture3D(GLenum t):
+ Texture(t),
+ ifmt(RGB),
+ width(0),
+ height(0),
+ depth(0),
+ allocated(0)
+{ }
+
Texture3D::Texture3D():
Texture(GL_TEXTURE_3D),
ifmt(RGB),
throw invalid_operation("Texture3D::storage");
if(wd==0 || ht==0 || dp==0)
throw invalid_argument("Texture3D::storage");
+
+ if(MSP_sized_internal_formats)
+ fmt = get_sized_pixelformat(fmt);
require_pixelformat(fmt);
+ ifmt = fmt;
width = wd;
height = ht;
depth = dp;
- ifmt = fmt;
}
void Texture3D::allocate(unsigned level)
if(gen_mipmap && level==0)
{
auto_generate_mipmap();
- for(; (w || h || d); w>>=1, h>>=1, d>>=1, ++level) ;
- allocated |= (1<<level)-1;
+ allocated |= (1<<get_n_levels())-1;
}
}
image(0, fmt, UNSIGNED_BYTE, img.get_data());
}
-void Texture3D::get_level_size(unsigned level, unsigned &w, unsigned &h, unsigned &d)
+unsigned Texture3D::get_n_levels() const
+{
+ unsigned s = max(width, height);
+ if(target!=GL_TEXTURE_2D_ARRAY)
+ s = max(s, depth);
+ unsigned n = 0;
+ for(; s; s>>=1, ++n) ;
+ return n;
+}
+
+void Texture3D::get_level_size(unsigned level, unsigned &w, unsigned &h, unsigned &d) const
{
w >>= level;
h >>= level;
- d >>= level;
+ if(target!=GL_TEXTURE_2D_ARRAY)
+ d >>= level;
if(!w && (h || d))
w = 1;