Texture arrays not supporting compressed formats
Also fixed loading texture arrays with mipmaps
experimental
shadowislord 10 years ago
parent 9965d20c44
commit 18807cf175
  1. 30
      jme3-lwjgl/src/main/java/com/jme3/renderer/lwjgl/TextureUtil.java

@ -298,13 +298,25 @@ class TextureUtil {
if (glFmt.compressed && data != null){
if (target == GL_TEXTURE_3D){
glCompressedTexImage3D(target,
i,
glFmt.internalFormat,
mipWidth,
mipHeight,
mipDepth,
border,
data);
i,
glFmt.internalFormat,
mipWidth,
mipHeight,
mipDepth,
border,
data);
} else if (target == GL_TEXTURE_2D_ARRAY_EXT) {
// Upload compressed texture array slice
glCompressedTexSubImage3D(target,
i,
0,
0,
index,
mipWidth,
mipHeight,
1,
glFmt.internalFormat,
data);
}else{
//all other targets use 2D: array, cubemap, 2d
glCompressedTexImage2D(target,
@ -347,8 +359,8 @@ class TextureUtil {
0, // xoffset
0, // yoffset
index, // zoffset
width, // width
height, // height
mipWidth, // width
mipHeight, // height
1, // depth
glFmt.format,
glFmt.dataType,

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