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LibGL: Better handling of texture targets and default textures
We were lacking support for default textures (i.e. calling `glBindTexture` with a `texture` argument of `0`) which caused our Quake2 port to render red screens whenever a video was playing. Every texture unit is now initialized with a default 2D texture. Additionally, we had this concept of a "currently bound target" on our texture units which is not how OpenGL wants us to handle targets. Calling `glBindTexture` should set the texture for the provided target only, making it sort of an alias for future operations on the same target. Finally, `glDeleteTextures` should not remove the bound texture from the target in the texture unit, but it should reset it to the default texture.
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7 changed files with 140 additions and 156 deletions
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@ -20,12 +20,12 @@ void Texture2D::upload_texture_data(GLuint lod, GLint internal_format, GLsizei w
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mip.set_width(width);
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mip.set_height(height);
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// No pixel data was supplied leave the texture memory uninitialized.
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m_internal_format = internal_format;
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// No pixel data was supplied; leave the texture memory uninitialized.
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if (pixels == nullptr)
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return;
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m_internal_format = internal_format;
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replace_sub_texture_data(lod, 0, 0, width, height, format, type, pixels, pixels_per_row, byte_alignment);
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}
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