/* Setup remaining cube face blits, if needed */
if (tObj->Target == GL_TEXTURE_CUBE_MAP) {
- WARN_ONCE("Cube map faces arent currently correctly positioned.\n");
- /* Round totalSize up to multiple of BLIT_WIDTH_BYTES */
- const GLuint faceSize =
- (t->base.totalSize + BLIT_WIDTH_BYTES - 1)
- & ~(BLIT_WIDTH_BYTES - 1);
- const GLuint lines = faceSize / BLIT_WIDTH_BYTES;
GLuint face;
- /* reuse face 0 x/y/width/height - just adjust y */
for (face = 1; face < 6; face++) {
for (i = 0; i < numLevels; i++) {
t->image[face][i].x = t->image[0][i].x;
- t->image[face][i].y =
- t->image[0][i].y + face * lines;
+ t->image[face][i].y = t->image[0][i].y;
t->image[face][i].width = t->image[0][i].width;
t->image[face][i].height =
t->image[0][i].height;
}
}
- t->base.totalSize = 6 * faceSize; /* total texmem needed */
+ t->base.totalSize *= 6; /* total texmem needed */
}
/* Hardware state: