GLuint i, j, k;
const GLuint *rowA = (const GLuint *) srcRowA;
const GLuint *rowB = (const GLuint *) srcRowB;
- GLfloat *dst = (GLfloat *) dstRow;
+ GLuint *dst = (GLuint *) dstRow;
for (i = j = 0, k = k0; i < (GLuint) dstWidth;
i++, j += colStride, k += colStride) {
dst[i] = (GLfloat)(rowA[j] / 4 + rowA[k] / 4 + rowB[j] / 4 + rowB[k] / 4);
FILTER_3D(0);
}
}
- if ((datatype == GL_BYTE) && (comps == 4)) {
+ else if ((datatype == GL_BYTE) && (comps == 4)) {
DECLARE_ROW_POINTERS(GLbyte, 4);
for (i = j = 0, k = k0; i < (GLuint) dstWidth;
* GL_TEXTURE_CUBE_MAP_POSITIVE/NEGATIVE_X/Y/Z; never GL_TEXTURE_CUBE_MAP.
*/
void
-_mesa_generate_mipmap(GLcontext *ctx, GLenum target,
+_mesa_generate_mipmap(struct gl_context *ctx, GLenum target,
struct gl_texture_object *texObj)
{
const struct gl_texture_image *srcImage;