struct gl_texture_object *texObj,
GLint levels,
GLsizei width, GLsizei height, GLsizei depth,
- GLenum internalFormat, gl_format texFormat)
+ GLenum internalFormat, mesa_format texFormat)
{
const GLuint numFaces = _mesa_num_tex_faces(target);
GLint level, levelWidth = width, levelHeight = height, levelDepth = depth;
/* Set up all the texture object's gl_texture_images */
for (level = 0; level < levels; level++) {
for (face = 0; face < numFaces; face++) {
- struct gl_texture_image *texImage =
- _mesa_get_tex_image(ctx, texObj, face, level);
+ struct gl_texture_image *texImage;
+ GLenum faceTarget = target;
+
+ if (target == GL_TEXTURE_CUBE_MAP)
+ faceTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
+
+ texImage = _mesa_get_tex_image(ctx, texObj, faceTarget, level);
if (!texImage) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glTexStorage");
GLuint newViewMinLevel, newViewMinLayer;
GLuint newViewNumLevels, newViewNumLayers;
GLsizei width, height, depth;
- gl_format texFormat;
+ mesa_format texFormat;
GLboolean sizeOK, dimensionsOK;
GLenum faceTarget;