img->Width = width;
img->Height = height;
img->Depth = depth;
+
img->Width2 = width - 2 * border; /* == 1 << img->WidthLog2; */
- img->Height2 = height - 2 * border; /* == 1 << img->HeightLog2; */
- img->Depth2 = depth - 2 * border; /* == 1 << img->DepthLog2; */
img->WidthLog2 = logbase2(img->Width2);
- if (height == 1) /* 1-D texture */
+
+ if (height == 1) { /* 1-D texture */
+ img->Height2 = 1;
img->HeightLog2 = 0;
- else
+ }
+ else {
+ img->Height2 = height - 2 * border; /* == 1 << img->HeightLog2; */
img->HeightLog2 = logbase2(img->Height2);
- if (depth == 1) /* 2-D texture */
+ }
+
+ if (depth == 1) { /* 2-D texture */
+ img->Depth2 = 1;
img->DepthLog2 = 0;
- else
+ }
+ else {
+ img->Depth2 = depth - 2 * border; /* == 1 << img->DepthLog2; */
img->DepthLog2 = logbase2(img->Depth2);
+ }
+
img->MaxLog2 = MAX2(img->WidthLog2, img->HeightLog2);
+
img->IsCompressed = GL_FALSE;
img->CompressedSize = 0;