Ver código fonte

GLES2: #ifdef use of GL_TEXTURE_MAX_LEVEL.

bkaradzic 12 anos atrás
pai
commit
247a3004ef
1 arquivos alterados com 9 adições e 1 exclusões
  1. 9 1
      src/renderer_gl.cpp

+ 9 - 1
src/renderer_gl.cpp

@@ -1205,11 +1205,12 @@ namespace bgfx
 		BX_CHECK(0 != m_id, "Failed to generate texture id.");
 		GL_CHECK(glBindTexture(_target, m_id) );
 
-		GL_CHECK(glTexParameteri(_target, GL_TEXTURE_MAX_LEVEL, _numMips-1) );
 		GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
 		GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
 
 #if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
+		GL_CHECK(glTexParameteri(_target, GL_TEXTURE_MAX_LEVEL, _numMips-1) );
+
 		if (_target == GL_TEXTURE_3D)
 		{
 			GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
@@ -1512,7 +1513,10 @@ namespace bgfx
 		BX_CHECK(0 != m_id, "Failed to generate texture id.");
 		GL_CHECK(glBindTexture(m_target, m_id) );
 
+#if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
 		GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
+#endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
+
 		GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, _min) );
 		GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, _mag) );
 		GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
@@ -1539,7 +1543,11 @@ namespace bgfx
 		GL_CHECK(glGenTextures(1, &m_id) );
 		BX_CHECK(0 != m_id, "Failed to generate texture id.");
 		GL_CHECK(glBindTexture(m_target, m_id) );
+
+#if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
 		GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
+#endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
+
 //		GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
 //		GL_CHECK(glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE) );
 		GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );