if(ARB_texture_storage)
{
+ Conditional<BindRestore> _bind(!ARB_direct_state_access, this);
if(ARB_direct_state_access)
glTextureStorage3D(id, levels, ifmt, width, height, depth);
else
- {
- BindRestore _bind(this);
glTexStorage3D(target, levels, ifmt, width, height, depth);
- }
+ apply_swizzle();
allocated |= (1<<levels)-1;
}
else
BindRestore _bind(this);
if(!allocated)
+ {
glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
+ apply_swizzle();
+ }
glTexImage3D(target, level, ifmt, width, height, depth, 0, get_upload_format(fmt), type, data);
allocated |= 1<<level;