*/
ASSERT(ctx->Driver.FreeTextureImageBuffer);
ctx->Driver.FreeTextureImageBuffer( ctx, texImage );
-
-#if 0
- ASSERT(texImage->Data == NULL);
- if (texImage->ImageOffsets)
- free(texImage->ImageOffsets);
- free(texImage);
-#endif
}
img->Width = 0;
img->Height = 0;
img->Depth = 0;
-#if 0
- img->RowStride = 0;
- if (img->ImageOffsets) {
- free(img->ImageOffsets);
- img->ImageOffsets = NULL;
- }
-#endif
img->Width2 = 0;
img->Height2 = 0;
img->Depth2 = 0;
img->MaxLog2 = MAX2(img->WidthLog2, img->HeightLog2);
-#if 0
- /* RowStride and ImageOffsets[] describe how to address texels in 'Data' */
- img->RowStride = width;
- /* Allocate the ImageOffsets array and initialize to typical values.
- * We allocate the array for 1D/2D textures too in order to avoid special-
- * case code in the texstore routines.
- */
- if (img->ImageOffsets)
- free(img->ImageOffsets);
- img->ImageOffsets = (GLuint *) malloc(depth * sizeof(GLuint));
- for (i = 0; i < depth; i++) {
- img->ImageOffsets[i] = i * width * height;
- }
-#endif
-
img->TexFormat = format;
}