-#if 0
- /* Compute which mipmap levels we really want to send to the hardware.
- * This depends on the base image size, GL_TEXTURE_MIN_LOD,
- * GL_TEXTURE_MAX_LOD, GL_TEXTURE_BASE_LEVEL, and GL_TEXTURE_MAX_LEVEL.
- * Yes, this looks overly complicated, but it's all needed.
- */
- firstLevel = tObj->BaseLevel + (GLint) (tObj->MinLod + 0.5);
- firstLevel = MAX2(firstLevel, tObj->BaseLevel);
- lastLevel = tObj->BaseLevel + (GLint) (tObj->MaxLod + 0.5);
- lastLevel = MAX2(lastLevel, tObj->BaseLevel);
- lastLevel = MIN2(lastLevel, tObj->BaseLevel + baseImage->MaxLog2);
- lastLevel = MIN2(lastLevel, tObj->MaxLevel);
- lastLevel = MAX2(firstLevel, lastLevel); /* need at least one level */
-
- log2Pitch = tObj->Image[firstLevel]->WidthLog2;
- log2Height = tObj->Image[firstLevel]->HeightLog2;
- log2Size = MAX2(log2Pitch, log2Height);
- log2MinSize = log2Size;
-
- t->dirty = 0;
- totalSize = 0;
- for ( i = firstLevel; i <= lastLevel; i++ ) {
- const struct gl_texture_image *texImage;
-
- texImage = tObj->Image[i];
- if ( !texImage || !texImage->Data ) {
- lastLevel = i - 1;
- break;
- }
-
- log2MinSize = texImage->MaxLog2;
-
- t->image[i - firstLevel].offset = totalSize;
- t->image[i - firstLevel].width = tObj->Image[i]->Width;
- t->image[i - firstLevel].height = tObj->Image[i]->Height;