return sub_image(face, level, 0, 0, s, s, fmt, type, data);
BindRestore _bind(this);
+
+ if(!allocated)
+ glTexParameteri(target, GL_TEXTURE_MAX_LEVEL, levels-1);
glTexImage2D(face, level, ifmt, s, s, 0, get_upload_format(fmt), type, data);
// XXX Allocation should be tracked per-face, but we'll run out of bits
{
// TODO Only do this once all faces are created
generate_mipmap();
- allocated |= (1<<get_n_levels())-1;
+ allocated |= (1<<levels)-1;
}
}
image(face, 0, fmt, UNSIGNED_BYTE, img.get_data());
}
-void TextureCube::image(const Graphics::Image &img, bool srgb)
+void TextureCube::image(const Graphics::Image &img, unsigned lv, bool srgb)
{
unsigned w = img.get_width();
unsigned h = img.get_height();
PixelFormat fmt = pixelformat_from_graphics(img.get_format());
if(size==0)
{
- unsigned l = (is_mipmapped(min_filter) ? mipmap_levels ? mipmap_levels : 0 : 1);
+ unsigned l = (is_mipmapped(min_filter) ? lv : 1);
storage(storage_pixelformat_from_graphics(img.get_format(), srgb), w, l);
}
else if(w!=size || h!=size)