}
/* Compute number of mipmap levels */
- if (t->Dimensions==1) {
+ if (t->Dimensions == 1) {
t->P = t->Image[0]->WidthLog2;
}
else if (t->Dimensions == 2 || t->Dimensions == 6) {
t->P = MAX2(t->Image[0]->WidthLog2, t->Image[0]->HeightLog2);
}
- else if (t->Dimensions==3) {
+ else if (t->Dimensions == 3) {
GLint max = MAX2(t->Image[0]->WidthLog2, t->Image[0]->HeightLog2);
max = MAX2(max, (GLint)(t->Image[0]->DepthLog2));
t->P = max;
t->M = (GLfloat) (MIN2(t->MaxLevel, t->P) - t->BaseLevel);
- if (t->MinFilter!=GL_NEAREST && t->MinFilter!=GL_LINEAR) {
+ if (t->Dimensions == 6) {
+ /* make sure all six level 0 images are same size */
+ const GLint w = t->Image[0]->Width2;
+ const GLint h = t->Image[0]->Height2;
+ if (!t->NegX[0] || t->NegX[0]->Width2 != w || t->NegX[0]->Height2 != h ||
+ !t->PosY[0] || t->PosY[0]->Width2 != w || t->PosY[0]->Height2 != h ||
+ !t->NegY[0] || t->NegY[0]->Width2 != w || t->NegY[0]->Height2 != h ||
+ !t->PosZ[0] || t->PosZ[0]->Width2 != w || t->PosZ[0]->Height2 != h ||
+ !t->NegZ[0] || t->NegZ[0]->Width2 != w || t->NegZ[0]->Height2 != h) {
+ t->Complete = GL_FALSE;
+ return;
+ }
+ }
+
+ if (t->MinFilter != GL_NEAREST && t->MinFilter != GL_LINEAR) {
/*
* Mipmapping: determine if we have a complete set of mipmaps
*/
}
/* Test things which depend on number of texture image dimensions */
- if (t->Dimensions==1) {
+ if (t->Dimensions == 1) {
/* Test 1-D mipmaps */
GLuint width = t->Image[0]->Width2;
- for (i=1; i<ctx->Const.MaxTextureLevels; i++) {
- if (width>1) {
+ for (i = 1; i < ctx->Const.MaxTextureLevels; i++) {
+ if (width > 1) {
width /= 2;
}
if (i >= minLevel && i <= maxLevel) {
return;
}
}
- if (width==1) {
+ if (width == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
- else if (t->Dimensions==2) {
+ else if (t->Dimensions == 2) {
/* Test 2-D mipmaps */
GLuint width = t->Image[0]->Width2;
GLuint height = t->Image[0]->Height2;
- for (i=1; i<ctx->Const.MaxTextureLevels; i++) {
- if (width>1) {
+ for (i = 1; i < ctx->Const.MaxTextureLevels; i++) {
+ if (width > 1) {
width /= 2;
}
- if (height>1) {
+ if (height > 1) {
height /= 2;
}
if (i >= minLevel && i <= maxLevel) {
}
}
}
- else if (t->Dimensions==3) {
+ else if (t->Dimensions == 3) {
/* Test 3-D mipmaps */
GLuint width = t->Image[0]->Width2;
GLuint height = t->Image[0]->Height2;
GLuint depth = t->Image[0]->Depth2;
- for (i=1; i<ctx->Const.MaxTextureLevels; i++) {
- if (width>1) {
+ for (i = 1; i < ctx->Const.MaxTextureLevels; i++) {
+ if (width > 1) {
width /= 2;
}
- if (height>1) {
+ if (height > 1) {
height /= 2;
}
- if (depth>1) {
+ if (depth > 1) {
depth /= 2;
}
if (i >= minLevel && i <= maxLevel) {
return;
}
}
- if (width==1 && height==1 && depth==1) {
+ if (width == 1 && height == 1 && depth == 1) {
return; /* found smallest needed mipmap, all done! */
}
}
}
- else if (t->Dimensions == 6) { /* cube map */
-
-
+ else if (t->Dimensions == 6) {
+ /* make sure 6 cube faces are consistant */
+ GLuint width = t->Image[0]->Width2;
+ GLuint height = t->Image[0]->Height2;
+ for (i = 1; i < ctx->Const.MaxTextureLevels; i++) {
+ if (width > 1) {
+ width /= 2;
+ }
+ if (height > 1) {
+ height /= 2;
+ }
+ if (i >= minLevel && i <= maxLevel) {
+ /* check that we have images defined */
+ if (!t->Image[i] || !t->NegX[i] ||
+ !t->PosY[i] || !t->NegY[i] ||
+ !t->PosZ[i] || !t->NegZ[i]) {
+ t->Complete = GL_FALSE;
+ return;
+ }
+ /* check that all six images have same size */
+ if (t->NegX[i]->Width2!=width || t->NegX[i]->Height2!=height ||
+ t->PosY[i]->Width2!=width || t->PosY[i]->Height2!=height ||
+ t->NegY[i]->Width2!=width || t->NegY[i]->Height2!=height ||
+ t->PosZ[i]->Width2!=width || t->PosZ[i]->Height2!=height ||
+ t->NegZ[i]->Width2!=width || t->NegZ[i]->Height2!=height) {
+ t->Complete = GL_FALSE;
+ return;
+ }
+ }
+ if (width == 1 && height == 1) {
+ return; /* found smallest needed mipmap, all done! */
+ }
+ }
}
else {
/* Dimensions = ??? */