case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB:
case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB:
case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB:
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB: {
- GLuint face = ((GLuint) target -
- (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X);
- tObj->Image[face][level] = texImage;
- break;
- }
+ case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB:
+ {
+ GLuint face = ((GLuint) target -
+ (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X);
+ tObj->Image[face][level] = texImage;
+ }
+ break;
case GL_TEXTURE_RECTANGLE_NV:
ASSERT(level == 0);
tObj->Image[0][level] = texImage;