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@@ -123,24 +123,21 @@ void GFXGLCubemap::initStatic( DDSFile *dds )
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mDDSFile = ResourceManager::get().load( dds->getSourcePath() );
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mDDSFile = ResourceManager::get().load( dds->getSourcePath() );
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AssertFatal( mDDSFile == dds, "GFXGLCubemap::initStatic - Couldn't find DDSFile resource!" );
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AssertFatal( mDDSFile == dds, "GFXGLCubemap::initStatic - Couldn't find DDSFile resource!" );
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+ mWidth = dds->getWidth();
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+ mHeight = dds->getHeight();
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+ mFaceFormat = dds->getFormat();
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+ mMipLevels = dds->getMipLevels();
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+
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glGenTextures(1, &mCubemap);
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glGenTextures(1, &mCubemap);
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PRESERVE_CUBEMAP_TEXTURE();
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PRESERVE_CUBEMAP_TEXTURE();
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, mCubemap);
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- glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, 0 );
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+ glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, mMipLevels - 1);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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-
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- mWidth = dds->getWidth();
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- mHeight = dds->getHeight();
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- mFaceFormat = dds->getFormat();
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- mMipLevels = 1;
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-
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- // TODO: Support mipmaps here as well as decompressing the
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- // DDS if the format is unsupported.
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AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
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AssertFatal(mWidth == mHeight, "GFXGLCubemap::initStatic - Width and height must be equal!");
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@@ -151,13 +148,11 @@ void GFXGLCubemap::initStatic( DDSFile *dds )
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// TODO: The DDS can skip surfaces, but i'm unsure what i should
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// TODO: The DDS can skip surfaces, but i'm unsure what i should
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// do here when creating the cubemap. Ignore it for now.
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// do here when creating the cubemap. Ignore it for now.
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continue;
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continue;
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- }
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-
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- const U8 *buffer = dds->mSurfaces[i]->mMips[0];
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- U32 surfaceSize = dds->getSurfaceSize( mHeight, mWidth, i );
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+ }
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- glCompressedTexImage2D( faceList[i], 0, GFXGLTextureInternalFormat[mFaceFormat],
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- mWidth, mHeight, 0, surfaceSize, buffer );
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+ // Now loop thru the mip levels!
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+ for (U32 j = 0; j < mMipLevels; j++)
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+ glCompressedTexImage2D(faceList[i], j, GFXGLTextureInternalFormat[mFaceFormat], mWidth, mHeight, 0, dds->getSurfaceSize(j), dds->mSurfaces[i]->mMips[j]);
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}
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}
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}
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}
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