namespace Msp {
namespace GL {
-Texture1D::Texture1D():
- width(0)
-{ }
-
void Texture1D::storage(PixelFormat fmt, unsigned wd, unsigned lv)
{
if(width>0)
return sub_image(level, 0, get_level_size(level), data);
}
-void Texture1D::sub_image(unsigned level, int x, unsigned wd, const void *data)
+void Texture1D::sub_image(unsigned level, unsigned x, unsigned wd, const void *data)
{
if(width==0)
throw invalid_operation("Texture1D::sub_image");
- if(level>=levels)
+ if(level>=levels || x>width || x+wd>width)
throw out_of_range("Texture1D::sub_image");
Texture1DBackend::sub_image(level, x, wd, data);
void Texture1D::Loader::init()
{
- add("raw_data", &Loader::raw_data);
add("storage", &Loader::storage);
add("storage", &Loader::storage_levels);
}
-void Texture1D::Loader::raw_data(const string &data)
-{
- obj.image(0, data.data());
-}
-
void Texture1D::Loader::storage(PixelFormat fmt, unsigned w)
{
obj.storage(fmt, w);