t->intel.image[face][i].offset =
y * pitch + x * t->intel.texelBytes;
- t->intel.image[face][i].internalFormat = baseImage->Format;
+ t->intel.image[face][i].internalFormat = baseImage->_BaseFormat;
d >>= 1;
x += step_offsets[face][0] * d;
break;
t->intel.image[0][i].offset = total_height * pitch;
- t->intel.image[0][i].internalFormat = baseImage->Format;
+ t->intel.image[0][i].internalFormat = baseImage->_BaseFormat;
if (t->intel.image[0][i].image->IsCompressed)
{
if (t->intel.image[0][i].image->Height > 4)
struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit];
if (texUnit->_ReallyEnabled &&
- INTEL_CONTEXT(ctx)->intelScreen->textureSize < 2048 * 1024)
+ INTEL_CONTEXT(ctx)->intelScreen->tex.size < 2048 * 1024)
return GL_FALSE;
switch(texUnit->_ReallyEnabled) {