if(s==0)
throw out_of_range("TextureCube::image");
- Bind _bind(this, true);
+ BindRestore _bind(this);
glTexImage2D(face, level, ifmt, s, s, 0, fmt, type, data);
// XXX Allocation should be tracked per-face, but we'll run out of bits
throw incompatible_data("TextureCube::image");
PixelStore pstore = PixelStore::from_image(img);
- Bind _bind_ps(pstore, true);
+ BindRestore _bind_ps(pstore);
image(face, 0, fmt, UNSIGNED_BYTE, img.get_data());
}
void TextureCube::Loader::raw_data(TextureCubeFace face, const string &data)
{
- obj.image(face, 0, obj.ifmt, UNSIGNED_BYTE, data.data());
+ obj.image(face, 0, get_base_pixelformat(obj.ifmt), UNSIGNED_BYTE, data.data());
}
void TextureCube::Loader::storage(PixelFormat fmt, unsigned s)