| 10 | } |
| 11 | |
| 12 | void GFXGLTextureArray::init() |
| 13 | { |
| 14 | PRESERVE_2D_TEXTURE_ARRAY(); |
| 15 | glGenTextures(1, &mTextureArray); |
| 16 | glBindTexture(GL_TEXTURE_2D_ARRAY, mTextureArray); |
| 17 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAX_LEVEL, mMin(mMipLevels - 1, 1)); |
| 18 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 19 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 20 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); |
| 21 | glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); |
| 22 | |
| 23 | glTexStorage3D(GL_TEXTURE_2D_ARRAY, mMipLevels, GFXGLTextureInternalFormat[mFormat], mWidth, mHeight, mArraySize); |
| 24 | } |
| 25 | |
| 26 | void GFXGLTextureArray::_setTexture(const GFXTexHandle& texture, U32 slot) |
| 27 | { |