Forráskód Böngészése

Fix Android MIPS build.

Newb I the Newbd 10 éve
szülő
commit
dd2494cb33

+ 2 - 2
Source/Urho3D/Graphics/Direct3D11/D3D11Texture.cpp

@@ -148,11 +148,11 @@ void Texture::SetBackupTexture(Texture* texture)
     backupTexture_ = texture;
 }
 
-void Texture::SetMipsToSkip(int quality, int mips)
+void Texture::SetMipsToSkip(int quality, int toSkip)
 {
     if (quality >= QUALITY_LOW && quality < MAX_TEXTURE_QUALITY_LEVELS)
     {
-        mipsToSkip_[quality] = (unsigned)mips;
+        mipsToSkip_[quality] = (unsigned)toSkip;
 
         // Make sure a higher quality level does not actually skip more mips
         for (int i = 1; i < MAX_TEXTURE_QUALITY_LEVELS; ++i)

+ 1 - 1
Source/Urho3D/Graphics/Direct3D11/D3D11Texture.h

@@ -60,7 +60,7 @@ public:
     /// Set backup texture to use when rendering to this texture.
     void SetBackupTexture(Texture* texture);
     /// Set mip levels to skip on a quality setting when loading. Ensures higher quality levels do not skip more.
-    void SetMipsToSkip(int quality, int mips);
+    void SetMipsToSkip(int quality, int toSkip);
 
     /// Return texture format.
     unsigned GetFormat() const { return format_; }

+ 2 - 2
Source/Urho3D/Graphics/Direct3D9/D3D9Texture.cpp

@@ -114,11 +114,11 @@ void Texture::SetBackupTexture(Texture* texture)
     backupTexture_ = texture;
 }
 
-void Texture::SetMipsToSkip(int quality, int mips)
+void Texture::SetMipsToSkip(int quality, int toSkip)
 {
     if (quality >= QUALITY_LOW && quality < MAX_TEXTURE_QUALITY_LEVELS)
     {
-        mipsToSkip_[quality] = (unsigned)mips;
+        mipsToSkip_[quality] = (unsigned)toSkip;
 
         // Make sure a higher quality level does not actually skip more mips
         for (int i = 1; i < MAX_TEXTURE_QUALITY_LEVELS; ++i)

+ 1 - 1
Source/Urho3D/Graphics/Direct3D9/D3D9Texture.h

@@ -61,7 +61,7 @@ public:
     /// Set backup texture to use when rendering to this texture.
     void SetBackupTexture(Texture* texture);
     /// Set mip levels to skip on a quality setting when loading. Ensures higher quality levels do not skip more.
-    void SetMipsToSkip(int quality, int mips);
+    void SetMipsToSkip(int quality, int toSkip);
 
     /// Return texture format.
     unsigned GetFormat() const { return format_; }

+ 2 - 2
Source/Urho3D/Graphics/OpenGL/OGLTexture.cpp

@@ -162,11 +162,11 @@ void Texture::SetBackupTexture(Texture* texture)
     backupTexture_ = texture;
 }
 
-void Texture::SetMipsToSkip(int quality, int mips)
+void Texture::SetMipsToSkip(int quality, int toSkip)
 {
     if (quality >= QUALITY_LOW && quality < MAX_TEXTURE_QUALITY_LEVELS)
     {
-        mipsToSkip_[quality] = (unsigned)mips;
+        mipsToSkip_[quality] = (unsigned)toSkip;
 
         // Make sure a higher quality level does not actually skip more mips
         for (int i = 1; i < MAX_TEXTURE_QUALITY_LEVELS; ++i)

+ 1 - 1
Source/Urho3D/Graphics/OpenGL/OGLTexture.h

@@ -59,7 +59,7 @@ public:
     /// Set backup texture to use when rendering to this texture.
     void SetBackupTexture(Texture* texture);
     /// Set mip levels to skip on a quality setting when loading. Ensures higher quality levels do not skip more.
-    void SetMipsToSkip(int quality, int mips);
+    void SetMipsToSkip(int quality, int toSkip);
     /// Dirty the parameters.
     void SetParametersDirty();
     /// Update changed parameters to OpenGL. Called by Graphics when binding the texture.

+ 1 - 1
Source/Urho3D/LuaScript/pkgs/Graphics/Texture.pkg

@@ -8,7 +8,7 @@ class Texture : public Resource
     void SetBorderColor(const Color& color);
     void SetSRGB(bool enable);
     void SetBackupTexture(Texture* texture);
-    void SetMipsToSkip(int quality, int mips);
+    void SetMipsToSkip(int quality, int toSkip);
     
     unsigned GetFormat() const;
     bool IsCompressed() const;