Thanks Konstantin, fix now merged and submitted to svn/trunk and OSG-2.8 branch

On Thu, Jun 11, 2009 at 11:15 AM, Konstantin
Sinitsyn<[email protected]> wrote:
> Hello Robert!
>
> I've fixed bug with loading of compressed texture to texture array!
>
> With best regards,
> Konstantin Sinitsyn!
>
> /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
>  *
>  * This library is open source and may be redistributed and/or modified
> under
>  * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
>  * (at your option) any later version.  The full license is in LICENSE file
>  * included with this distribution, and on the openscenegraph.org website.
>  *
>  * This library is distributed in the hope that it will be useful,
>  * but WITHOUT ANY WARRANTY; without even the implied warranty of
>  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
>  * OpenSceneGraph Public License for more details.
> */
> #include <osg/GLExtensions>
> #include <osg/Texture2DArray>
> #include <osg/State>
> #include <osg/ImageSequence>
> #include <osg/Notify>
>
> #include <string.h>
>
>
> using namespace osg;
>
> Texture2DArray::Texture2DArray():
>            _textureWidth(0),
>            _textureHeight(0),
>            _textureDepth(0),
>            _numMipmapLevels(0)
> {
> }
>
> Texture2DArray::Texture2DArray(const Texture2DArray& text,const CopyOp&
> copyop):
>            Texture(text,copyop),
>            _textureWidth(text._textureWidth),
>            _textureHeight(text._textureHeight),
>            _textureDepth(text._textureDepth),
>            _numMipmapLevels(text._numMipmapLevels),
>            _subloadCallback(text._subloadCallback)
> {
>    // copy all images by iterating through all of them
>    for (int i=0; i < text._textureDepth; i++)
>    {
>        _images.push_back(copyop(text._images[i].get()));
>        _modifiedCount.push_back(ImageModifiedCount());
>    }
> }
>
> Texture2DArray::~Texture2DArray()
> {
> }
>
> int Texture2DArray::compare(const StateAttribute& sa) const
> {
>    // check the types are equal and then create the rhs variable
>    // used by the COMPARE_StateAttribute_Parameter macro's below.
>    COMPARE_StateAttribute_Types(Texture2DArray,sa)
>
>    bool noImages = true;
>    for (int n=0; n < _textureDepth; n++)
>    {
>        if (noImages && _images[n].valid()) noImages = false;
>        if (noImages && rhs._images[n].valid()) noImages = false;
>
>        if (_images[n]!=rhs._images[n]) // smart pointer comparison.
>        {
>            if (_images[n].valid())
>            {
>                if (rhs._images[n].valid())
>                {
>                    int result = _images[n]->compare(*rhs._images[n]);
>                    if (result!=0) return result;
>                }
>                else
>                {
>                    return 1; // valid lhs._image is greater than null.
>                }
>            }
>            else if (rhs._images[n].valid())
>            {
>                return -1; // valid rhs._image is greater than null.
>            }
>        }
>    }
>
>
>    if (noImages)
>    {
>        int result = compareTextureObjects(rhs);
>        if (result!=0) return result;
>    }
>
>    int result = compareTexture(rhs);
>    if (result!=0) return result;
>
>    // compare each parameter in turn against the rhs.
>    COMPARE_StateAttribute_Parameter(_textureWidth)
>    COMPARE_StateAttribute_Parameter(_textureHeight)
>    COMPARE_StateAttribute_Parameter(_textureDepth)
>    COMPARE_StateAttribute_Parameter(_subloadCallback)
>
>    return 0; // passed all the above comparison macro's, must be equal.
> }
>
> void Texture2DArray::setImage(unsigned int layer, Image* image)
> {
>    // check if the layer exceeds the texture depth
>    if (static_cast<int>(layer) >= _textureDepth)
>    {
>        // print warning and do nothing
>        notify(WARN)<<"Warning: Texture2DArray::setImage(..) failed, the
> given layer number is bigger then the size of the texture
> array."<<std::endl;
>        return;
>    }
>
>    if (_images[layer] == image) return;
>
>    unsigned numImageSequencesBefore = 0;
>    for (unsigned int i=0; i<getNumImages(); ++i)
>    {
>        osg::ImageSequence* is =
> dynamic_cast<osg::ImageSequence*>(_images[i].get());
>        if (is) ++numImageSequencesBefore;
>    }
>
>    // set image
>    _images[layer] = image;
>   _modifiedCount[layer].setAllElementsTo(0);
>
>    // find out if we need to reset the update callback to handle the
> animation of ImageSequence
>    unsigned numImageSequencesAfter = 0;
>    for (unsigned int i=0; i<getNumImages(); ++i)
>    {
>        osg::ImageSequence* is =
> dynamic_cast<osg::ImageSequence*>(_images[i].get());
>        if (is) ++numImageSequencesAfter;
>    }
>
>    if (numImageSequencesBefore>0)
>    {
>        if (numImageSequencesAfter==0)
>        {
>            setUpdateCallback(0);
>            setDataVariance(osg::Object::STATIC);
>        }
>    }
>    else if (numImageSequencesAfter>0)
>    {
>        setUpdateCallback(new ImageSequence::UpdateCallback());
>        setDataVariance(osg::Object::DYNAMIC);
>    }
> }
>
> void Texture2DArray::setTextureSize(int width, int height, int depth)
> {
>    // set dimensions
>    _textureWidth = width;
>    _textureHeight = height;
>    setTextureDepth(depth);
> }
>
> void Texture2DArray::setTextureDepth(int depth)
> {
>    // if we decrease the number of layers, then delete non-used
>    if (depth < _textureDepth)
>    {
>        _images.resize(depth);
>        _modifiedCount.resize(depth);
>    }
>
>    // if we increase the array, then add new empty elements
>    if (depth > _textureDepth)
>    {
>        _images.resize(depth, ref_ptr<Image>(0));
>        _modifiedCount.resize(depth, ImageModifiedCount());
>    }
>
>    // resize the texture array
>    _textureDepth = depth;
> }
>
> Image* Texture2DArray::getImage(unsigned int layer)
> {
>    return _images[layer].get();
> }
>
> const Image* Texture2DArray::getImage(unsigned int layer) const
> {
>    return _images[layer].get();
> }
>
> bool Texture2DArray::imagesValid() const
> {
>    if (_textureDepth < 1) return false;
>    for (int n=0; n < _textureDepth; n++)
>    {
>        if (!_images[n].valid() || !_images[n]->data())
>            return false;
>    }
>    return true;
> }
>
> void Texture2DArray::computeInternalFormat() const
> {
>    if (imagesValid()) computeInternalFormatWithImage(*_images[0]);
>    else computeInternalFormatType();
> }
>
>
> void Texture2DArray::apply(State& state) const
> {
>    // get the contextID (user defined ID of 0 upwards) for the
>    // current OpenGL context.
>    const unsigned int contextID = state.getContextID();
>    const Extensions* extensions = getExtensions(contextID,true);
>
>    // if not supported, then return
>    if (!extensions->isTexture2DArraySupported() ||
> !extensions->isTexture3DSupported())
>    {
>        notify(WARN)<<"Warning: Texture2DArray::apply(..) failed, 2D texture
> arrays are not support by OpenGL driver."<<std::endl;
>        return;
>    }
>
>    // get the texture object for the current contextID.
>    TextureObject* textureObject = getTextureObject(contextID);
>
>    // if we already have an texture object, then
>    if (textureObject != 0)
>    {
>        // bind texture object
>        textureObject->bind();
>
>        // if texture parameters changed, then reset them
>        if (getTextureParameterDirty(state.getContextID()))
> applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT,state);
>
>        // if subload is specified, then use it to subload the images to GPU
> memory
>        if (_subloadCallback.valid())
>        {
>            _subloadCallback->subload(*this,state);
>        }
>        else
>        {
>            // for each image of the texture array do
>            for (GLsizei n=0; n < _textureDepth; n++)
>            {
>                osg::Image* image = _images[n].get();
>
>                // if image content is modified, then upload it to the GPU
> memory
>                if (image && getModifiedCount(n,contextID) !=
> image->getModifiedCount())
>                {
>                    applyTexImage2DArray_subload(state, image, _textureWidth,
> _textureHeight, n, _internalFormat, _numMipmapLevels);
>                    getModifiedCount(n,contextID) =
> image->getModifiedCount();
>                }
>            }
>        }
>
>    }
>
>    // there is no texture object, but exists a subload callback, so use it
> to upload images
>    else if (_subloadCallback.valid())
>    {
>        // generate texture (i.e. glGenTexture) and apply parameters
>        _textureObjectBuffer[contextID] = textureObject =
> generateTextureObject(contextID, GL_TEXTURE_2D_ARRAY_EXT);
>        textureObject->bind();
>        applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT, state);
>        _subloadCallback->load(*this,state);
>    }
>
>    // nothing before, but we have valid images, so do manual upload and
> create texture object manually
>    // TODO: we assume _images[0] is valid, however this may not be always
> the case
>    //       some kind of checking for the first valid image is required
> (Art, may 2008)
>    else if (imagesValid())
>    {
>        // compute the internal texture format, this set the _internalFormat
> to an appropriate value.
>        computeInternalFormat();
>
>        // compute the dimensions of the texture.
>        computeRequiredTextureDimensions(state,*_images[0],_textureWidth,
> _textureHeight, _numMipmapLevels);
>
>        // create texture object
>        textureObject = generateTextureObject(
>
>  contextID,GL_TEXTURE_2D_ARRAY_EXT,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
>
>        // bind texture
>        textureObject->bind();
>        applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT, state);
>
>        // first we need to allocate the texture memory
>        extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, 0,
> _internalFormat,
>                     _textureWidth, _textureHeight, _textureDepth,
>                     _borderWidth,
>                     _sourceFormat ? _sourceFormat : _internalFormat,
>                     _sourceType ? _sourceType : GL_UNSIGNED_BYTE,
>                     0);
>
>        // now for each layer we upload it into the memory
>        for (GLsizei n=0; n<_textureDepth; n++)
>        {
>            // if image is valid then upload it to the texture memory
>            osg::Image* image = _images[n].get();
>            if (image)
>            {
>                // now load the image data into the memory, this will also
> check if image do have valid properties
>                applyTexImage2DArray_subload(state, image, _textureWidth,
> _textureHeight, n, _internalFormat, _numMipmapLevels);
>                getModifiedCount(n,contextID) = image->getModifiedCount();
>            }
>        }
>
>  textureObject->setAllocated(_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
>
>        _textureObjectBuffer[contextID] = textureObject;
>
>        // no idea what this for ;-)
>        if (_unrefImageDataAfterApply && areAllTextureObjectsLoaded())
>        {
>            Texture2DArray* non_const_this =
> const_cast<Texture2DArray*>(this);
>            for (int n=0; n<_textureDepth; n++)
>            {
>                if (_images[n].valid() &&
> _images[n]->getDataVariance()==STATIC)
>                {
>                    non_const_this->_images[n] = 0;
>                }
>            }
>        }
>
>    }
>
>    // No images present, but dimensions are set. So create empty texture
>    else if ( (_textureWidth > 0) && (_textureHeight > 0) && (_textureDepth >
> 0) && (_internalFormat!=0) )
>    {
>        // generate texture
>        _textureObjectBuffer[contextID] = textureObject =
> generateTextureObject(
>                contextID,
> GL_TEXTURE_2D_ARRAY_EXT,_numMipmapLevels,_internalFormat,_textureWidth,_textureHeight,_textureDepth,0);
>
>        textureObject->bind();
>        applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT,state);
>
>        extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, 0,
> _internalFormat,
>                     _textureWidth, _textureHeight, _textureDepth,
>                     _borderWidth,
>                     _sourceFormat ? _sourceFormat : _internalFormat,
>                     _sourceType ? _sourceType : GL_UNSIGNED_BYTE,
>                     0);
>
>    }
>
>    // nothing before, so just unbind the texture target
>    else
>    {
>        glBindTexture( GL_TEXTURE_2D_ARRAY_EXT, 0 );
>    }
>
>    // if texture object is now valid and we have to allocate mipmap levels,
> then
>    if (textureObject != 0 && _texMipmapGenerationDirtyList[contextID])
>    {
>        generateMipmap(state);
>    }
> }
>
> void Texture2DArray::applyTexImage2DArray_subload(State& state, Image*
> image, GLsizei inwidth, GLsizei inheight, GLsizei indepth, GLint
> inInternalFormat, GLsizei& numMipmapLevels) const
> {
>    // if we don't have a valid image we can't create a texture!
>    if (!imagesValid())
>        return;
>
>    // get the contextID (user defined ID of 0 upwards) for the
>    // current OpenGL context.
>    const unsigned int contextID = state.getContextID();
>    const Extensions* extensions = getExtensions(contextID,true);
>    const Texture::Extensions* texExtensions =
> Texture::getExtensions(contextID,true);
>    GLenum target = GL_TEXTURE_2D_ARRAY_EXT;
>
>    // compute the internal texture format, this set the _internalFormat to
> an appropriate value.
>    computeInternalFormat();
>
>    // select the internalFormat required for the texture.
>    // bool compressed = isCompressedInternalFormat(_internalFormat);
>    bool compressed_image =
> isCompressedInternalFormat((GLenum)image->getPixelFormat());
>
>    // if the required layer is exceeds the maximum allowed layer sizes
>    if (indepth > extensions->maxLayerCount())
>    {
>        // we give a warning and do nothing
>        notify(WARN)<<"Warning:
> Texture2DArray::applyTexImage2DArray_subload(..) the given layer number
> exceeds the maximum number of supported layers."<<std::endl;
>        return;
>    }
>
>    //Rescale if resize hint is set or NPOT not supported or dimensions
> exceed max size
>    if( _resizeNonPowerOfTwoHint ||
> !texExtensions->isNonPowerOfTwoTextureSupported(_min_filter)
>        || inwidth > extensions->max2DSize()
>        || inheight > extensions->max2DSize())
>        image->ensureValidSizeForTexturing(extensions->max2DSize());
>
>    // image size or format has changed, this is not allowed, hence return
>    if (image->s()!=inwidth ||
>        image->t()!=inheight ||
>        image->getInternalTextureFormat()!=inInternalFormat )
>    {
>        notify(WARN)<<"Warning:
> Texture2DArray::applyTexImage2DArray_subload(..) given image do have wrong
> dimension or internal format."<<std::endl;
>        return;
>    }
>
>    glPixelStorei(GL_UNPACK_ALIGNMENT,image->getPacking());
>
>    // if no special mipmapping is required, then
>    if( _min_filter == LINEAR || _min_filter == NEAREST )
>    {
>        numMipmapLevels = 1;
>
>        // upload non-compressed image
>        if (!compressed_image)
>        {
>            extensions->glTexSubImage3D( target, 0,
>                                      0, 0, indepth,
>                                      inwidth, inheight, 1,
>                                      (GLenum)image->getPixelFormat(),
>                                      (GLenum)image->getDataType(),
>                                      image->data() );
>        }
>
>        // if we support compression and image is compressed, then
>        else if (extensions->isCompressedTexImage3DSupported())
>        {
>            // notify(WARN)<<"glCompressedTexImage3D "<<inwidth<<",
> "<<inheight<<", "<<indepth<<std::endl;
>            numMipmapLevels = 1;
>
>            GLint blockSize, size;
>            getCompressedSize(_internalFormat, inwidth, inheight, 1,
> blockSize,size);
>
>            extensions->glCompressedTexSubImage3D(target, 0,
>                0, 0, indepth,
>                inwidth, inheight, 1,
>                (GLenum)image->getPixelFormat(),
>                size,
>                image->data());
>        }
>
>    // we want to use mipmapping, so enable it
>    }else
>    {
>        // image does not provide mipmaps, so we have to create them
>        if(!image->isMipmap())
>        {
>            notify(WARN)<<"Warning:
> Texture2DArray::applyTexImage2DArray_subload(..) automagic mipmap generation
> is currently not implemented. Check texture's min/mag filters."<<std::endl;
>
>        // the image object does provide mipmaps, so upload the in the
> certain levels of a layer
>        }else
>        {
>            numMipmapLevels = image->getNumMipmapLevels();
>
>            int width  = image->s();
>            int height = image->t();
>
>            for( GLsizei k = 0 ; k < numMipmapLevels  && (width || height )
> ;k++)
>            {
>
>                if (width == 0)
>                    width = 1;
>                if (height == 0)
>                    height = 1;
>
>                extensions->glTexSubImage3D( target, k, 0, 0, indepth,
>                                          width, height, 1,
>                                          (GLenum)image->getPixelFormat(),
>                                          (GLenum)image->getDataType(),
>                                          image->getMipmapData(k));
>
>                width >>= 1;
>                height >>= 1;
>            }
>        }
>
>    }
> }
>
>
> void Texture2DArray::copyTexSubImage2DArray(State& state, int xoffset, int
> yoffset, int zoffset, int x, int y, int width, int height )
> {
>    const unsigned int contextID = state.getContextID();
>    const Extensions* extensions = getExtensions(contextID,true);
>
>    // get the texture object for the current contextID.
>    TextureObject* textureObject = getTextureObject(contextID);
>
>    // if texture object is valid
>    if (textureObject != 0)
>    {
>        textureObject->bind();
>
>        applyTexParameters(GL_TEXTURE_2D_ARRAY_EXT,state);
>        extensions->glCopyTexSubImage3D( GL_TEXTURE_2D_ARRAY_EXT, 0,
> xoffset,yoffset,zoffset, x, y, width, height);
>
>        // inform state that this texture is the current one bound.
>        state.haveAppliedTextureAttribute(state.getActiveTextureUnit(),
> this);
>
>    }
>    else
>    {
>        notify(WARN)<<"Warning: Texture2DArray::copyTexSubImage2DArray(..)
> failed, cannot not copy to a non existant texture."<<std::endl;
>    }
> }
>
> void Texture2DArray::allocateMipmap(State& state) const
> {
>    const unsigned int contextID = state.getContextID();
>
>    // get the texture object for the current contextID.
>    TextureObject* textureObject = getTextureObject(contextID);
>
>    if (textureObject && _textureWidth != 0 && _textureHeight != 0 &&
> _textureDepth != 0)
>    {
>        const Extensions* extensions = getExtensions(contextID,true);
>        // const Texture::Extensions* texExtensions =
> Texture::getExtensions(contextID,true);
>
>        // bind texture
>        textureObject->bind();
>
>        // compute number of mipmap levels
>        int width = _textureWidth;
>        int height = _textureHeight;
>        int numMipmapLevels = Image::computeNumberOfMipmapLevels(width,
> height);
>
>        // we do not reallocate the level 0, since it was already allocated
>        width >>= 1;
>        height >>= 1;
>
>        for( GLsizei k = 1; k < numMipmapLevels  && (width || height); k++)
>        {
>            if (width == 0)
>                width = 1;
>            if (height == 0)
>                height = 1;
>
>            extensions->glTexImage3D( GL_TEXTURE_2D_ARRAY_EXT, k,
> _internalFormat,
>                     width, height, _textureDepth, _borderWidth,
>                     _sourceFormat ? _sourceFormat : _internalFormat,
>                     _sourceType ? _sourceType : GL_UNSIGNED_BYTE, NULL);
>
>            width >>= 1;
>            height >>= 1;
>        }
>
>        // inform state that this texture is the current one bound.
>        state.haveAppliedTextureAttribute(state.getActiveTextureUnit(),
> this);
>    }
> }
>
> typedef buffered_value< ref_ptr<Texture2DArray::Extensions> >
> BufferedExtensions;
> static BufferedExtensions s_extensions;
>
> Texture2DArray::Extensions* Texture2DArray::getExtensions(unsigned int
> contextID,bool createIfNotInitalized)
> {
>    if (!s_extensions[contextID] && createIfNotInitalized)
> s_extensions[contextID] = new Extensions(contextID);
>    return s_extensions[contextID].get();
> }
>
> void Texture2DArray::setExtensions(unsigned int contextID,Extensions*
> extensions)
> {
>    s_extensions[contextID] = extensions;
> }
>
> Texture2DArray::Extensions::Extensions(unsigned int contextID)
> {
>    setupGLExtensions(contextID);
> }
>
> Texture2DArray::Extensions::Extensions(const Extensions& rhs):
>    Referenced()
> {
>    _isTexture3DSupported = rhs._isTexture3DSupported;
>    _isTexture2DArraySupported = rhs._isTexture2DArraySupported;
>
>    _max2DSize = rhs._max2DSize;
>    _maxLayerCount = rhs._maxLayerCount;
>
>    _glTexImage3D = rhs._glTexImage3D;
>    _glTexSubImage3D = rhs._glTexSubImage3D;
>    _glCopyTexSubImage3D = rhs._glCopyTexSubImage3D;
>    _glCompressedTexImage3D = rhs._glCompressedTexImage3D;
>    _glCompressedTexSubImage3D = rhs._glCompressedTexSubImage3D;;
> }
>
> void Texture2DArray::Extensions::lowestCommonDenominator(const Extensions&
> rhs)
> {
>    if (!rhs._isTexture3DSupported)                 _isTexture3DSupported =
> false;
>    if (!rhs._isTexture2DArraySupported)
>  _isTexture2DArraySupported = false;
>    if (rhs._max2DSize<_max2DSize)                  _max2DSize =
> rhs._max2DSize;
>    if (rhs._maxLayerCount<_maxLayerCount)          _maxLayerCount =
> rhs._maxLayerCount;
>
>    if (!rhs._glTexImage3D)                         _glTexImage3D = 0;
>    if (!rhs._glTexSubImage3D)                      _glTexSubImage3D = 0;
>    if (!rhs._glCompressedTexImage3D)               _glTexImage3D = 0;
>    if (!rhs._glCompressedTexSubImage3D)            _glTexSubImage3D = 0;
>    if (!rhs._glCopyTexSubImage3D)                  _glCopyTexSubImage3D = 0;
> }
>
> void Texture2DArray::Extensions::setupGLExtensions(unsigned int contextID)
> {
>    _isTexture3DSupported =
> isGLExtensionSupported(contextID,"GL_EXT_texture3D");
>    _isTexture2DArraySupported =
> isGLExtensionSupported(contextID,"GL_EXT_texture_array");
>
>    glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_max2DSize);
>    glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS_EXT, &_maxLayerCount);
>
>    setGLExtensionFuncPtr(_glTexImage3D, "glTexImage3D","glTexImage3DEXT");
>    setGLExtensionFuncPtr(_glTexSubImage3D,
> "glTexSubImage3D","glTexSubImage3DEXT");
>    setGLExtensionFuncPtr(_glCompressedTexImage3D,
> "glCompressedTexImage3D","glCompressedTexImage3DARB");
>    setGLExtensionFuncPtr(_glCompressedTexSubImage3D,
> "glCompressedTexSubImage3D","glCompressedTexSubImage3DARB");
>    setGLExtensionFuncPtr(_glCopyTexSubImage3D,
> "glCopyTexSubImage3D","glCopyTexSubImage3DEXT");
> }
>
> void Texture2DArray::Extensions::glTexImage3D( GLenum target, GLint level,
> GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLint
> border, GLenum format, GLenum type, const GLvoid *pixels) const
> {
>    if (_glTexImage3D)
>    {
>        _glTexImage3D( target, level, internalFormat, width, height, depth,
> border, format, type, pixels);
>    }
>    else
>    {
>        notify(WARN)<<"Error: glTexImage3D not supported by OpenGL
> driver"<<std::endl;
>    }
> }
>
> void Texture2DArray::Extensions::glTexSubImage3D( GLenum target, GLint
> level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei
> height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels)
> const
> {
>    if (_glTexSubImage3D)
>    {
>        _glTexSubImage3D( target, level, xoffset, yoffset, zoffset, width,
> height, depth, format, type, pixels);
>    }
>    else
>    {
>        notify(WARN)<<"Error: glTexSubImage3D not supported by OpenGL
> driver"<<std::endl;
>    }
> }
>
> void Texture2DArray::Extensions::glCompressedTexImage3D(GLenum target, GLint
> level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth,
> GLint border, GLsizei imageSize, const GLvoid *data) const
> {
>    if (_glCompressedTexImage3D)
>    {
>        _glCompressedTexImage3D(target, level, internalformat, width, height,
> depth, border, imageSize, data);
>    }
>    else
>    {
>        notify(WARN)<<"Error: glCompressedTexImage3D not supported by OpenGL
> driver"<<std::endl;
>    }
> }
>
> void Texture2DArray::Extensions::glCompressedTexSubImage3D( GLenum target,
> GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width,
> GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const
> GLvoid *data ) const
> {
>    if (_glCompressedTexSubImage3D)
>    {
>        _glCompressedTexSubImage3D(target, level, xoffset, yoffset, zoffset,
> width, height, depth, format, imageSize, data);
>    }
>    else
>    {
>        notify(WARN)<<"Error: glCompressedTexImage2D not supported by OpenGL
> driver"<<std::endl;
>    }
> }
>
> void Texture2DArray::Extensions::glCopyTexSubImage3D( GLenum target, GLint
> level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y,
> GLsizei width, GLsizei height ) const
> {
>    if (_glCopyTexSubImage3D)
>    {
>        _glCopyTexSubImage3D(target, level, xoffset, yoffset, zoffset, x, y,
> width, height);
>    }
>    else
>    {
>        notify(WARN)<<"Error: glCopyTexSubImage3D not supported by OpenGL
> driver"<<std::endl;
>    }
> }
>
>
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> [email protected]
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>
>
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