// XXX Allocation should be tracked per-face, but we'll run out of bits
allocated |= 1<<level;
- if(gen_mipmap && level==0)
+ if(auto_gen_mipmap && level==0)
{
// TODO Only do this once all faces are created
- auto_generate_mipmap();
+ generate_mipmap();
allocated |= (1<<get_n_levels())-1;
}
}
glTexSubImage2D(face, level, x, y, wd, ht, get_upload_format(fmt), type, data);
- if(gen_mipmap && level==0)
- auto_generate_mipmap();
+ if(auto_gen_mipmap && level==0)
+ generate_mipmap();
}
void TextureCube::image(TextureCubeFace face, const Graphics::Image &img, bool srgb)
void TextureCube::Loader::storage(PixelFormat fmt, unsigned s)
{
- if(srgb)
- fmt = get_srgb_pixelformat(fmt);
obj.storage(fmt, s);
}