for ( height = i = 0 ; i < numLevels ; i++ ) {
t->image[i].image = tObj->Image[0][t->base.firstLevel + i];
t->image[i].offset = height * pitch;
- t->image[i].internalFormat = baseImage->Format;
+ t->image[i].internalFormat = baseImage->_BaseFormat;
height += t->image[i].image->Height;
}
* texture environment state has changed.
*/
- imesa->TexEnvImageFmt[unit] = tObj->Image[0][tObj->BaseLevel]->Format;
+ imesa->TexEnvImageFmt[unit] = tObj->Image[0][tObj->BaseLevel]->_BaseFormat;
}
else {
imesa->CurrentTexObj[unit] = 0;