void MES2Context::texSubImage(unsigned int level, int xoffset, int yoffset, unsigned int width, unsigned int height, M_TYPES type, M_TEX_MODES mode, const void * pixels) { GLenum format = returnTexMode(mode); glTexSubImage2D(GL_TEXTURE_2D, level, xoffset, yoffset, width, height, format, returnGLType(type), pixels); if(level > 0) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy); // anisotropic filtering }
void MGLContext::texImage(unsigned int level, unsigned int width, unsigned int height, M_TYPES type, M_TEX_MODES mode, const void * pixels) { GLenum format = returnTexMode(mode); GLenum intFormat = format; //if(type == M_FLOAT && mode == M_RGB) // intFormat = GL_RGB32F_ARB; glTexImage2D(GL_TEXTURE_2D, level, intFormat, width, height, 0, format, returnGLType(type), pixels); if(level > 0) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnisotropy); // anisotropic filtering }