#include <msp/gl/extensions/arb_direct_state_access.h>
#include <msp/gl/extensions/arb_texture_storage.h>
#include <msp/gl/extensions/ext_texture3d.h>
+#include <msp/gl/extensions/ext_texture_array.h>
#include <msp/graphics/image.h>
#include "bindable.h"
#include "error.h"
void Texture3D::allocate(unsigned level)
{
+ if(width==0 || height==0 || depth==0)
+ throw invalid_operation("Texture3D::allocate");
if(allocated&(1<<level))
return;
return sub_image(level, 0, 0, 0, w, h, d, fmt, type, data);
BindRestore _bind(this);
- glTexImage3D(target, level, ifmt, width, height, depth, 0, fmt, type, data);
+ glTexImage3D(target, level, ifmt, width, height, depth, 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)
glTextureSubImage3D(id, level, x, y, z, wd, ht, dp, fmt, type, data);
else