- try to add special texture compression types from GL_3DFX_texture_compression_FXT1

This commit is contained in:
Mark Vejvoda 2010-10-29 20:53:20 +00:00
parent 268730cfae
commit e299250f94

View File

@ -644,6 +644,9 @@ void Texture3DGl::init(Filter filter, int maxAnisotropy) {
if(forceCompressionDisabled == true || (pixmap.getPixelByteCount() > 0 && pixmap.getPixelByteCount() <= MIN_BYTES_TO_COMPRESS)) {
glCompressionFormat = glInternalFormat;
}
if(glCompressionFormat == GL_COMPRESSED_RGBA_FXT1_3DFX) {
glCompressionFormat = glInternalFormat;
}
//pixel init var
const uint8* pixels= pixmapInit? pixmap.getPixels(): NULL;
@ -739,10 +742,6 @@ void TextureCubeGl::init(Filter filter, int maxAnisotropy) {
glCompressionFormat = glInternalFormat;
}
if(glCompressionFormat == GL_COMPRESSED_RGBA_FXT1_3DFX) {
glCompressionFormat = glInternalFormat;
}
//pixel init var
const uint8* pixels= pixmapInit? currentPixmap->getPixels(): NULL;
GLenum target= GL_TEXTURE_CUBE_MAP_POSITIVE_X + i;