}
break;
case GL_TEXTURE_2D_ARRAY_EXT:
+ case GL_TEXTURE_CUBE_MAP_ARRAY:
for (i = 0; i < dstDepth; i++) {
make_2d_mipmap(datatype, comps, border,
srcWidth, srcHeight, srcData[i], srcRowStride,
}
if ((srcDepth - 2 * border > 1) &&
- (target != GL_TEXTURE_2D_ARRAY_EXT)) {
+ (target != GL_TEXTURE_2D_ARRAY_EXT &&
+ target != GL_TEXTURE_CUBE_MAP_ARRAY)) {
*dstDepth = (srcDepth - 2 * border) / 2 + 2 * border;
}
else {
/* only two types of compressed textures at this time */
assert(texObj->Target == GL_TEXTURE_2D ||
texObj->Target == GL_TEXTURE_2D_ARRAY ||
- texObj->Target == GL_TEXTURE_CUBE_MAP_ARB);
+ texObj->Target == GL_TEXTURE_CUBE_MAP_ARB ||
+ texObj->Target == GL_TEXTURE_CUBE_MAP_ARRAY);
/*
* Choose a format for the temporary, uncompressed base image.