/* Need to import images in main memory or held in other textures.
*/
if (stImage && stObj->pt != stImage->pt) {
+ GLuint depth = stObj->depth0;
+ if (stObj->base.Target == GL_TEXTURE_3D)
+ depth = u_minify(depth, level);
if (level == 0 ||
(stImage->base.Width == u_minify(stObj->width0, level) &&
stImage->base.Height == u_minify(stObj->height0, level) &&
- stImage->base.Depth == u_minify(stObj->depth0, level))) {
+ stImage->base.Depth == depth)) {
/* src image fits expected dest mipmap level size */
copy_image_data_to_texture(st, stObj, level, stImage);
}