예제 #1
0
    // Creation / loading methods
    void GLES2Texture::createInternalResourcesImpl(void)
    {
        _createGLTexResource();
        
        _createSurfaceList();

        // Get final internal format
        mFormat = getBuffer(0,0)->getFormat();
    }
예제 #2
0
	//* Creation / loading methods ********************************************
	void GLTexture::createInternalResourcesImpl(void)
    {
		if (!GLEW_VERSION_1_2 && mTextureType == TEX_TYPE_3D)
			OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
				"3D Textures not supported before OpenGL 1.2", 
				"GLTexture::createInternalResourcesImpl");

		// Convert to nearest power-of-two size if required
        mWidth = GLPixelUtil::optionalPO2(mWidth);      
        mHeight = GLPixelUtil::optionalPO2(mHeight);
        mDepth = GLPixelUtil::optionalPO2(mDepth);
		

		// Adjust format if required
		mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);
		
		// Check requested number of mipmaps
		size_t maxMips = GLPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);
		mNumMipmaps = mNumRequestedMipmaps;
		if(mNumMipmaps>maxMips)
			mNumMipmaps = maxMips;
		
		// Generate texture name
        glGenTextures( 1, &mTextureID );
		
		// Set texture type
		glBindTexture( getGLTextureTarget(), mTextureID );
        
		// This needs to be set otherwise the texture doesn't get rendered
		if (GLEW_VERSION_1_2)
			glTexParameteri( getGLTextureTarget(), GL_TEXTURE_MAX_LEVEL, mNumMipmaps );
        
        // Set some misc default parameters so NVidia won't complain, these can of course be changed later
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
		if (GLEW_VERSION_1_2)
		{
			glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
			glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		}
		
		// If we can do automip generation and the user desires this, do so
		mMipmapsHardwareGenerated = 
			Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);
		// NVIDIA 175.16 drivers break hardware mip generation for non-compressed
		// textures - disable until fixed
		// Leave hardware gen on compressed textures since that's the only way we
		// can realistically do it since GLU doesn't support DXT
		// However DON'T do this on Apple, their drivers aren't subject to this
		// problem yet and in fact software generation appears to cause a crash 
		// in some cases which I've yet to track down
#if OGRE_PLATFORM != OGRE_PLATFORM_APPLE
		if (Root::getSingleton().getRenderSystem()->getCapabilities()->getVendor() == GPU_NVIDIA
			&& !PixelUtil::isCompressed(mFormat))
		{
			mMipmapsHardwareGenerated = false;
		}
#endif
		if((mUsage & TU_AUTOMIPMAP) &&
		    mNumRequestedMipmaps && mMipmapsHardwareGenerated)
        {
            glTexParameteri( getGLTextureTarget(), GL_GENERATE_MIPMAP, GL_TRUE );
        }
		
		// Allocate internal buffer so that glTexSubImageXD can be used
		// Internal format
		GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat, mHwGamma);
		size_t width = mWidth;
		size_t height = mHeight;
		size_t depth = mDepth;

		if(PixelUtil::isCompressed(mFormat))
		{
			// Compressed formats
			size_t size = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
			// Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
			// accept a 0 pointer like normal glTexImageXD
			// Run through this process for every mipmap to pregenerate mipmap piramid
			uint8 *tmpdata = new uint8[size];
			memset(tmpdata, 0, size);
			
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				size = PixelUtil::getMemorySize(width, height, depth, mFormat);
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glCompressedTexImage1DARB(GL_TEXTURE_1D, mip, format, 
							width, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_2D:
						glCompressedTexImage2DARB(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_3D:
						glCompressedTexImage3DARB(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glCompressedTexImage2DARB(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								size, tmpdata);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
			delete [] tmpdata;
		}
		else
		{
			// Run through this process to pregenerate mipmap piramid
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				// Normal formats
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glTexImage1D(GL_TEXTURE_1D, mip, format,
							width, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
	
						break;
					case TEX_TYPE_2D:
						glTexImage2D(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_3D:
						glTexImage3D(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								GL_RGBA, GL_UNSIGNED_BYTE, 0);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
		}
		_createSurfaceList();
		// Get final internal format
		mFormat = getBuffer(0,0)->getFormat();
	}
예제 #3
0
    //* Creation / loading methods ********************************************
    void GLTexture::createInternalResourcesImpl(void)
    {
        if (!GLEW_VERSION_1_2 && mTextureType == TEX_TYPE_3D)
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
                "3D Textures not supported before OpenGL 1.2", 
                "GLTexture::createInternalResourcesImpl");

        if (!GLEW_VERSION_2_0 && mTextureType == TEX_TYPE_2D_ARRAY)
            OGRE_EXCEPT(Exception::ERR_NOT_IMPLEMENTED, 
                "2D texture arrays not supported before OpenGL 2.0", 
                "GLTexture::createInternalResourcesImpl");

        // Convert to nearest power-of-two size if required
        mWidth = GLPixelUtil::optionalPO2(mWidth);      
        mHeight = GLPixelUtil::optionalPO2(mHeight);
        mDepth = GLPixelUtil::optionalPO2(mDepth);
        

        // Adjust format if required
        mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);
        
        // Check requested number of mipmaps
        size_t maxMips = GLPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);
        mNumMipmaps = mNumRequestedMipmaps;
        if(mNumMipmaps>maxMips)
            mNumMipmaps = maxMips;

        // Check if we can do HW mipmap generation
        mMipmapsHardwareGenerated =
            Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);
        
        // Generate texture name
        glGenTextures( 1, &mTextureID );
        
        // Set texture type
        mGLSupport.getStateCacheManager()->bindGLTexture( getGLTextureTarget(), mTextureID );
        
        // This needs to be set otherwise the texture doesn't get rendered
        if (GLEW_VERSION_1_2)
            mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(),
                GL_TEXTURE_MAX_LEVEL, mNumMipmaps);
        
        // Set some misc default parameters so NVidia won't complain, these can of course be changed later
        mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        if (GLEW_VERSION_1_2)
        {
            mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
            mGLSupport.getStateCacheManager()->setTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        }

        if((mUsage & TU_AUTOMIPMAP) &&
            mNumRequestedMipmaps && mMipmapsHardwareGenerated)
        {
            mGLSupport.getStateCacheManager()->setTexParameteri( getGLTextureTarget(), GL_GENERATE_MIPMAP, GL_TRUE );
        }
        
        // Allocate internal buffer so that glTexSubImageXD can be used
        // Internal format
        GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat, mHwGamma);
        uint32 width = mWidth;
        uint32 height = mHeight;
        uint32 depth = mDepth;

        if(PixelUtil::isCompressed(mFormat))
        {
            // Compressed formats
            GLsizei size = static_cast<GLsizei>(PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat));
            // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
            // accept a 0 pointer like normal glTexImageXD
            // Run through this process for every mipmap to pregenerate mipmap piramid
            uint8 *tmpdata = new uint8[size];
            memset(tmpdata, 0, size);
            
            for(uint8 mip=0; mip<=mNumMipmaps; mip++)
            {
                size = static_cast<GLsizei>(PixelUtil::getMemorySize(width, height, depth, mFormat));
                switch(mTextureType)
                {
                    case TEX_TYPE_1D:
                        glCompressedTexImage1DARB(GL_TEXTURE_1D, mip, format, 
                            width, 0, 
                            size, tmpdata);
                        break;
                    case TEX_TYPE_2D:
                        glCompressedTexImage2DARB(GL_TEXTURE_2D, mip, format,
                            width, height, 0, 
                            size, tmpdata);
                        break;
                    case TEX_TYPE_2D_ARRAY:
                    case TEX_TYPE_3D:
                        glCompressedTexImage3DARB(getGLTextureTarget(), mip, format,
                            width, height, depth, 0, 
                            size, tmpdata);
                        break;
                    case TEX_TYPE_CUBE_MAP:
                        for(int face=0; face<6; face++) {
                            glCompressedTexImage2DARB(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
                                width, height, 0, 
                                size, tmpdata);
                        }
                        break;
                    case TEX_TYPE_2D_RECT:
                        break;
                };
                if(width>1)
                    width = width/2;
                if(height>1)
                    height = height/2;
                if(depth>1 && mTextureType != TEX_TYPE_2D_ARRAY)
                    depth = depth/2;
            }
            delete [] tmpdata;
        }
        else
        {
            // Run through this process to pregenerate mipmap pyramid
            for(uint8 mip=0; mip<=mNumMipmaps; mip++)
            {
                // Normal formats
                switch(mTextureType)
                {
                    case TEX_TYPE_1D:
                        glTexImage1D(GL_TEXTURE_1D, mip, format,
                            width, 0, 
                            GL_RGBA, GL_UNSIGNED_BYTE, 0);
    
                        break;
                    case TEX_TYPE_2D:
                        glTexImage2D(GL_TEXTURE_2D, mip, format,
                            width, height, 0, 
                            GL_RGBA, GL_UNSIGNED_BYTE, 0);
                        break;
                    case TEX_TYPE_2D_ARRAY:
                    case TEX_TYPE_3D:
                        glTexImage3D(getGLTextureTarget(), mip, format,
                            width, height, depth, 0, 
                            GL_RGBA, GL_UNSIGNED_BYTE, 0);
                        break;
                    case TEX_TYPE_CUBE_MAP:
                        for(int face=0; face<6; face++) {
                            glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
                                width, height, 0, 
                                GL_RGBA, GL_UNSIGNED_BYTE, 0);
                        }
                        break;
                    case TEX_TYPE_2D_RECT:
                        break;
                };
                if(width>1)
                    width = width/2;
                if(height>1)
                    height = height/2;
                if(depth>1 && mTextureType != TEX_TYPE_2D_ARRAY)
                    depth = depth/2;
            }
        }
        _createSurfaceList();
        // Get final internal format
        mFormat = getBuffer(0,0)->getFormat();
    }
예제 #4
0
    // Creation / loading methods
    void GL3PlusTexture::createInternalResourcesImpl(void)
    {
        // set HardwareBuffer::Usage for TU_RENDERTARGET if nothing else specified
        if((mUsage & TU_RENDERTARGET) && (mUsage & ~TU_RENDERTARGET) == 0)
            mUsage |= HardwareBuffer::HBU_DYNAMIC;

        // Adjust format if required.
        mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);

        // Check requested number of mipmaps.
        uint32 maxMips = getMaxMipmaps();

        if (PixelUtil::isCompressed(mFormat) && (mNumMipmaps == 0))
            mNumRequestedMipmaps = 0;

        mNumMipmaps = mNumRequestedMipmaps;
        if (mNumMipmaps > maxMips)
            mNumMipmaps = maxMips;

        // Create a texture object and identify its GL type.
        OGRE_CHECK_GL_ERROR(glGenTextures(1, &mTextureID));
        GLenum texTarget = getGL3PlusTextureTarget();

        // Calculate size for all mip levels of the texture.
        uint32 width, height, depth;

        if ((mWidth * PixelUtil::getNumElemBytes(mFormat)) & 3) {
            // Standard alignment of 4 is not right for some formats.
            OGRE_CHECK_GL_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
        }

        // Bind texture object to its type, making it the active texture object
        // for that type.
        mRenderSystem->_getStateCacheManager()->bindGLTexture( texTarget, mTextureID );

        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_BASE_LEVEL, 0);
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_MAX_LEVEL, mNumMipmaps);

        // Set some misc default parameters, these can of course be changed later.
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget,
                                            GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget,
                                            GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget,
                                            GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget,
                                            GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

        // Set up texture swizzling.
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_R, GL_RED);
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_G, GL_GREEN);
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_B, GL_BLUE);
        mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_A, GL_ALPHA);
	
        if (PixelUtil::isLuminance(mFormat) && (mRenderSystem->hasMinGLVersion(3, 3) || mRenderSystem->checkExtension("GL_ARB_texture_swizzle")))
        {
            if (PixelUtil::getComponentCount(mFormat) == 2)
            {
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_R, GL_RED);
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_G, GL_RED);
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_B, GL_RED);
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_A, GL_GREEN);
            }
            else
            {
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_R, GL_RED);
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_G, GL_RED);
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_B, GL_RED);
                mRenderSystem->_getStateCacheManager()->setTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_A, GL_ONE);
            }
        }

        GLenum format = GL3PlusPixelUtil::getGLInternalFormat(mFormat, mHwGamma);
        GLenum datatype = GL3PlusPixelUtil::getGLOriginDataType(mFormat);
        width = mWidth;
        height = mHeight;
        depth = mDepth;

        // Allocate texture storage so that glTexSubImageXD can be
        // used to upload the texture.
        if (PixelUtil::isCompressed(mFormat))
        {
            // Compressed formats
            GLsizei size;

            for (uint32 mip = 0; mip <= mNumMipmaps; mip++)
            {
                size = static_cast<GLsizei>(PixelUtil::getMemorySize(width, height, depth, mFormat));
                // std::stringstream str;
                // str << "GL3PlusTexture::create - " << StringConverter::toString(mTextureID)
                // << " bytes: " << StringConverter::toString(PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat))
                // << " Mip: " + StringConverter::toString(mip)
                // << " Width: " << StringConverter::toString(width)
                // << " Height: " << StringConverter::toString(height)
                // << " Format " << PixelUtil::getFormatName(mFormat)
                // << " Internal Format: 0x" << std::hex << format
                // << " Origin Format: 0x" << std::hex << GL3PlusPixelUtil::getGLOriginFormat(mFormat)
                // << " Data type: 0x" << std::hex << datatype;
                // LogManager::getSingleton().logMessage(LML_NORMAL, str.str());

                switch(mTextureType)
                {
                case TEX_TYPE_1D:
                    OGRE_CHECK_GL_ERROR(glCompressedTexImage1D(GL_TEXTURE_1D, mip, format,
                                                               width, 0,
                                                               size, NULL));
                    break;
                case TEX_TYPE_2D:
                    OGRE_CHECK_GL_ERROR(glCompressedTexImage2D(GL_TEXTURE_2D,
                                                               mip,
                                                               format,
                                                               width, height,
                                                               0,
                                                               size,
                                                               NULL));
                    break;
                case TEX_TYPE_2D_RECT:
                    OGRE_CHECK_GL_ERROR(glCompressedTexImage2D(GL_TEXTURE_RECTANGLE,
                                                               mip,
                                                               format,
                                                               width, height,
                                                               0,
                                                               size,
                                                               NULL));
                    break;
                case TEX_TYPE_2D_ARRAY:
                case TEX_TYPE_3D:
                    OGRE_CHECK_GL_ERROR(glCompressedTexImage3D(texTarget, mip, format,
                                                               width, height, depth, 0,
                                                               size, NULL));
                    break;
                case TEX_TYPE_CUBE_MAP:
                    for(int face = 0; face < 6; face++) {
                        OGRE_CHECK_GL_ERROR(glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
                                                                   width, height, 0,
                                                                   size, NULL));
                    }
                    break;
                default:
                    break;
                };

                if (width > 1)
                {
                    width = width / 2;
                }
                if (height > 1)
                {
                    height = height / 2;
                }
                if (depth > 1 && mTextureType != TEX_TYPE_2D_ARRAY)
                {
                    depth = depth / 2;
                }
            }
        }
        else
        {
            if (mRenderSystem->hasMinGLVersion(4, 2) || mRenderSystem->checkExtension("GL_ARB_texture_storage"))
            {
                switch(mTextureType)
                {
                case TEX_TYPE_1D:
                    OGRE_CHECK_GL_ERROR(glTexStorage1D(GL_TEXTURE_1D, GLsizei(mNumMipmaps+1), format, GLsizei(width)));
                    break;
                case TEX_TYPE_2D:
                case TEX_TYPE_2D_RECT:
                    OGRE_CHECK_GL_ERROR(glTexStorage2D(GL_TEXTURE_2D, GLsizei(mNumMipmaps+1), format, GLsizei(width), GLsizei(height)));
                    break;
                case TEX_TYPE_CUBE_MAP:
                    OGRE_CHECK_GL_ERROR(glTexStorage2D(GL_TEXTURE_CUBE_MAP, GLsizei(mNumMipmaps+1), format, GLsizei(width), GLsizei(height)));
                    break;
                case TEX_TYPE_2D_ARRAY:
                    OGRE_CHECK_GL_ERROR(glTexStorage3D(GL_TEXTURE_2D_ARRAY, GLsizei(mNumMipmaps+1), format, GLsizei(width), GLsizei(height), GLsizei(depth)));
                    break;
                case TEX_TYPE_3D:
                    OGRE_CHECK_GL_ERROR(glTexStorage3D(GL_TEXTURE_3D, GLsizei(mNumMipmaps+1), format, GLsizei(width), GLsizei(height), GLsizei(depth)));
                    break;
                }
            }
            else
            {
                GLenum originFormat = GL3PlusPixelUtil::getGLOriginFormat(mFormat);

                // Run through this process to pregenerate mipmap pyramid
                for(uint32 mip = 0; mip <= mNumMipmaps; mip++)
                {
                    //                    std::stringstream str;
                    //                    str << "GL3PlusTexture::create - " << StringConverter::toString(mTextureID)
                    //                    << " bytes: " << StringConverter::toString(PixelUtil::getMemorySize(width, height, depth, mFormat))
                    //                    << " Mip: " + StringConverter::toString(mip)
                    //                    << " Width: " << StringConverter::toString(width)
                    //                    << " Height: " << StringConverter::toString(height)
                    //                    << " Format " << PixelUtil::getFormatName(mFormat)
                    //                    << " Internal Format: 0x" << std::hex << format
                    //                    << " Origin Format: 0x" << std::hex << GL3PlusPixelUtil::getGLOriginFormat(mFormat)
                    //                    << " Data type: 0x" << std::hex << datatype;
                    //                    LogManager::getSingleton().logMessage(LML_NORMAL, str.str());

                    // Normal formats
                    switch(mTextureType)
                    {
                    case TEX_TYPE_1D:
                        OGRE_CHECK_GL_ERROR(glTexImage1D(GL_TEXTURE_1D, mip, format,
                                                         width, 0,
                                                         originFormat, datatype, NULL));
                        break;
                    case TEX_TYPE_2D:
                        OGRE_CHECK_GL_ERROR(glTexImage2D(GL_TEXTURE_2D,
                                                         mip,
                                                         format,
                                                         width, height,
                                                         0,
                                                         originFormat,
                                                         datatype, NULL));
                        break;
                    case TEX_TYPE_2D_RECT:
                        OGRE_CHECK_GL_ERROR(glTexImage2D(GL_TEXTURE_RECTANGLE,
                                                         mip,
                                                         format,
                                                         width, height,
                                                         0,
                                                         originFormat,
                                                         datatype, NULL));
                        break;
                    case TEX_TYPE_3D:
                    case TEX_TYPE_2D_ARRAY:
                        OGRE_CHECK_GL_ERROR(glTexImage3D(texTarget, mip, format,
                                                         width, height, depth, 0,
                                                         originFormat, datatype, NULL));
                        break;
                    case TEX_TYPE_CUBE_MAP:
                        for(int face = 0; face < 6; face++) {
                            OGRE_CHECK_GL_ERROR(glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
                                                             width, height, 0,
                                                             originFormat, datatype, NULL));
                        }
                        break;
                    default:
                        break;
                    };

                    if (width > 1)
                    {
                        width = width / 2;
                    }
                    if (height > 1)
                    {
                        height = height / 2;
                    }
                    if (depth > 1 && mTextureType != TEX_TYPE_2D_ARRAY)
                    {
                        depth = depth / 2;
                    }
                }
            }
        }

        // Reset unpack alignment to defaults
        OGRE_CHECK_GL_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 4));

        _createSurfaceList();

        // Generate mipmaps after all texture levels have been loaded
        // This is required for compressed formats such as DXT
        if (PixelUtil::isCompressed(mFormat) && mUsage & TU_AUTOMIPMAP)
        {
            OGRE_CHECK_GL_ERROR(glGenerateMipmap(getGL3PlusTextureTarget()));
        }

        // Get final internal format.
        mFormat = getBuffer(0,0)->getFormat();
    }
예제 #5
0
    // Creation / loading methods
    void GL3PlusTexture::createInternalResourcesImpl(void)
    {
		// Adjust format if required
        mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);

		// Check requested number of mipmaps
        size_t maxMips = GL3PlusPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);

        if(PixelUtil::isCompressed(mFormat) && (mNumMipmaps == 0))
            mNumRequestedMipmaps = 0;

        mNumMipmaps = mNumRequestedMipmaps;
        if (mNumMipmaps > maxMips)
            mNumMipmaps = maxMips;

		// Generate texture name
        OGRE_CHECK_GL_ERROR(glGenTextures(1, &mTextureID));
        GLenum texTarget = getGL3PlusTextureTarget();

		// Set texture type
        OGRE_CHECK_GL_ERROR(glBindTexture(texTarget, mTextureID));

        OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_BASE_LEVEL, 0));
        OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_MAX_LEVEL, (mMipmapsHardwareGenerated && (mUsage & TU_AUTOMIPMAP)) ? maxMips : mNumMipmaps ));
        // Set some misc default parameters, these can of course be changed later
        OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget,
                                            GL_TEXTURE_MIN_FILTER, GL_NEAREST));
        OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget,
                                            GL_TEXTURE_MAG_FILTER, GL_NEAREST));
        OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget,
                                            GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
        OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget,
                                            GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));

        // Set up texture swizzling
        if(mGLSupport.checkExtension("GL_ARB_texture_swizzle") || gl3wIsSupported(3, 3))
        {
            OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_R, GL_RED));
            OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_G, GL_GREEN));
            OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_B, GL_BLUE));
            OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_A, GL_ALPHA));

            if(mFormat == PF_BYTE_LA)
            {
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_R, GL_RED));
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_G, GL_RED));
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_B, GL_RED));
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_A, GL_GREEN));
            }
            else if(mFormat == PF_L8 || mFormat == PF_L16)
            {
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_R, GL_RED));
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_G, GL_RED));
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_B, GL_RED));
                OGRE_CHECK_GL_ERROR(glTexParameteri(texTarget, GL_TEXTURE_SWIZZLE_A, GL_RED));
            }
        }

		// If we can do automip generation and the user desires this, do so
        mMipmapsHardwareGenerated =
            Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);

        // Allocate internal buffer so that glTexSubImageXD can be used
        // Internal format
        GLenum format = GL3PlusPixelUtil::getClosestGLInternalFormat(mFormat, mHwGamma);
        GLenum datatype = GL3PlusPixelUtil::getGLOriginDataType(mFormat);
        size_t width = mWidth;
        size_t height = mHeight;
        size_t depth = mDepth;

        if (PixelUtil::isCompressed(mFormat))
        {
            // Compressed formats
            size_t size = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);

            // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
            // accept a 0 pointer like normal glTexImageXD
            // Run through this process for every mipmap to pregenerate mipmap pyramid

            uint8* tmpdata = new uint8[size];
            memset(tmpdata, 0, size);
            for (size_t mip = 0; mip <= mNumMipmaps; mip++)
            {
                size = PixelUtil::getMemorySize(width, height, depth, mFormat);

				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						OGRE_CHECK_GL_ERROR(glCompressedTexImage1D(GL_TEXTURE_1D, mip, format, 
							width, 0, 
							size, tmpdata));
						break;
					case TEX_TYPE_2D:
                        OGRE_CHECK_GL_ERROR(glCompressedTexImage2D(GL_TEXTURE_2D,
                                               mip,
                                               format,
                                               width, height,
                                               0,
                                               size,
                                               tmpdata));
                        break;
					case TEX_TYPE_2D_RECT:
                        OGRE_CHECK_GL_ERROR(glCompressedTexImage2D(GL_TEXTURE_RECTANGLE,
                                               mip,
                                               format,
                                               width, height,
                                               0,
                                               size,
                                               tmpdata));
                        break;
					case TEX_TYPE_2D_ARRAY:
					case TEX_TYPE_3D:
						OGRE_CHECK_GL_ERROR(glCompressedTexImage3D(texTarget, mip, format,
							width, height, depth, 0, 
							size, tmpdata));
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face = 0; face < 6; face++) {
							OGRE_CHECK_GL_ERROR(glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								size, tmpdata));
						}
						break;
                    default:
                        break;
                };
//                LogManager::getSingleton().logMessage("GL3PlusTexture::create - " + StringConverter::toString(mTextureID) +
//                                                      " Mip: " + StringConverter::toString(mip) +
//                                                      " Width: " + StringConverter::toString(width) +
//                                                      " Height: " + StringConverter::toString(height) +
//                                                      " Internal Format: " + StringConverter::toString(format)
//                                                      );

                if(width > 1)
                {
                    width = width / 2;
                }
                if(height > 1)
                {
                    height = height / 2;
                }
                if(depth > 1)
                {
                    depth = depth / 2;
                }
            }
            delete [] tmpdata;
        }
        else
        {
            if((mGLSupport.checkExtension("GL_ARB_texture_storage") || gl3wIsSupported(4, 2)) && mTextureType == TEX_TYPE_2D)
            {
                OGRE_CHECK_GL_ERROR(glTexStorage2D(GL_TEXTURE_2D, GLint(mNumMipmaps+1), format, GLsizei(width), GLsizei(height)));
            }
            else
            {
                // Run through this process to pregenerate mipmap pyramid
                for(size_t mip = 0; mip <= mNumMipmaps; mip++)
                {
                    // Normal formats
                    switch(mTextureType)
                    {
                        case TEX_TYPE_1D:
                            OGRE_CHECK_GL_ERROR(glTexImage1D(GL_TEXTURE_1D, mip, format,
                                width, 0, 
                                GL_RGBA, datatype, 0));
                            break;
                        case TEX_TYPE_2D:
                            OGRE_CHECK_GL_ERROR(glTexImage2D(GL_TEXTURE_2D,
                                         mip,
                                         format,
                                         width, height,
                                         0,
                                         GL3PlusPixelUtil::getGLOriginFormat(mFormat),
                                         datatype, 0));
                            break;
                        case TEX_TYPE_2D_RECT:
                            OGRE_CHECK_GL_ERROR(glTexImage2D(GL_TEXTURE_RECTANGLE,
                                         mip,
                                         format,
                                         width, height,
                                         0,
                                         GL3PlusPixelUtil::getGLOriginFormat(mFormat),
                                         datatype, 0));
                            break;
                        case TEX_TYPE_3D:
                        case TEX_TYPE_2D_ARRAY:
                            OGRE_CHECK_GL_ERROR(glTexImage3D(texTarget, mip, format,
                                width, height, depth, 0, 
                                GL_RGBA, datatype, 0));
                            break;
                        case TEX_TYPE_CUBE_MAP:
                            for(int face = 0; face < 6; face++) {
                                OGRE_CHECK_GL_ERROR(glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
                                    width, height, 0, 
                                     GL3PlusPixelUtil::getGLOriginFormat(mFormat), datatype, 0));
                            }
                            break;
                        default:
                            break;
                    };

                    if (width > 1)
                    {
                        width = width / 2;
                    }
                    if (height > 1)
                    {
                        height = height / 2;
                    }
                    if (depth > 1)
                    {
                        depth = depth / 2;
                    }
                }
            }
        }

        _createSurfaceList();

        // Get final internal format
        mFormat = getBuffer(0,0)->getFormat();
    }
예제 #6
0
    // Creation / loading methods
    void GLES2Texture::createInternalResourcesImpl(void)
    {
		// Convert to nearest power-of-two size if required
        mWidth = GLES2PixelUtil::optionalPO2(mWidth);
        mHeight = GLES2PixelUtil::optionalPO2(mHeight);
        mDepth = GLES2PixelUtil::optionalPO2(mDepth);

		// Adjust format if required
        mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);

		// Check requested number of mipmaps
        size_t maxMips = GLES2PixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);

        if(PixelUtil::isCompressed(mFormat) && (mNumMipmaps == 0))
            mNumRequestedMipmaps = 0;

        mNumMipmaps = mNumRequestedMipmaps;
        if (mNumMipmaps > maxMips)
            mNumMipmaps = maxMips;

		// Generate texture name
        glGenTextures(1, &mTextureID);
        GL_CHECK_ERROR;

		// Set texture type
        glBindTexture(getGLES2TextureTarget(), mTextureID);
        GL_CHECK_ERROR;

        // If we can do automip generation and the user desires this, do so
        mMipmapsHardwareGenerated =
            Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP) && !PixelUtil::isCompressed(mFormat);

#if GL_APPLE_texture_max_level && OGRE_PLATFORM != OGRE_PLATFORM_NACL
        glTexParameteri( getGLES2TextureTarget(), GL_TEXTURE_MAX_LEVEL_APPLE, (mMipmapsHardwareGenerated && (mUsage & TU_AUTOMIPMAP)) ? maxMips : mNumMipmaps );
#endif

        // Set some misc default parameters, these can of course be changed later
        glTexParameteri(getGLES2TextureTarget(),
                        GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        GL_CHECK_ERROR;
        glTexParameteri(getGLES2TextureTarget(),
                        GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        GL_CHECK_ERROR;
        glTexParameteri(getGLES2TextureTarget(),
                        GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        GL_CHECK_ERROR;
        glTexParameteri(getGLES2TextureTarget(),
                        GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        GL_CHECK_ERROR;

        // Allocate internal buffer so that glTexSubImageXD can be used
        // Internal format
        GLenum format = GLES2PixelUtil::getGLOriginFormat(mFormat);
        GLenum internalformat = GLES2PixelUtil::getClosestGLInternalFormat(mFormat, mHwGamma);
        GLenum datatype = GLES2PixelUtil::getGLOriginDataType(mFormat);
        size_t width = mWidth;
        size_t height = mHeight;
        size_t depth = mDepth;

        if (PixelUtil::isCompressed(mFormat))
        {
            // Compressed formats
            size_t size = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);

            // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
            // accept a 0 pointer like normal glTexImageXD
            // Run through this process for every mipmap to pregenerate mipmap pyramid

            uint8* tmpdata = new uint8[size];
            memset(tmpdata, 0, size);
            for (size_t mip = 0; mip <= mNumMipmaps; mip++)
            {
//                LogManager::getSingleton().logMessage("GLES2Texture::create - Mip: " + StringConverter::toString(mip) +
//                                                      " Width: " + StringConverter::toString(width) +
//                                                      " Height: " + StringConverter::toString(height) +
//                                                      " Internal Format: " + StringConverter::toString(internalformat, 0, ' ', std::ios::hex) +
//                                                      " Format: " + StringConverter::toString(format, 0, ' ', std::ios::hex) +
//                                                      " Datatype: " + StringConverter::toString(datatype, 0, ' ', std::ios::hex)
//                                                      );

                size = PixelUtil::getMemorySize(width, height, depth, mFormat);

				switch(mTextureType)
				{
					case TEX_TYPE_1D:
					case TEX_TYPE_2D:
                        glCompressedTexImage2D(GL_TEXTURE_2D,
                                               mip,
                                               internalformat,
                                               width, height,
                                               0,
                                               size,
                                               tmpdata);
                        GL_CHECK_ERROR;
                        break;
					case TEX_TYPE_CUBE_MAP:
						for(int face = 0; face < 6; face++) {
							glCompressedTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, internalformat,
								width, height, 0, 
								size, tmpdata);
                            GL_CHECK_ERROR;
						}
						break;
					case TEX_TYPE_3D:
                    default:
                        break;
                };

                if(width > 1)
                {
                    width = width / 2;
                }
                if(height > 1)
                {
                    height = height / 2;
                }
                if(depth > 1)
                {
                    depth = depth / 2;
                }
            }
            delete [] tmpdata;
        }
        else
        {
            // Run through this process to pregenerate mipmap pyramid
            for(size_t mip = 0; mip <= mNumMipmaps; mip++)
            {
//                LogManager::getSingleton().logMessage("GLES2Texture::create - Mip: " + StringConverter::toString(mip) +
//                                                      " Name: " + mName +
//                                                      " ID: " + StringConverter::toString(mTextureID) +
//                                                      " Width: " + StringConverter::toString(width) +
//                                                      " Height: " + StringConverter::toString(height) +
//                                                      " Internal Format: " + StringConverter::toString(internalformat, 0, ' ', std::ios::hex) +
//                                                      " Format: " + StringConverter::toString(format, 0, ' ', std::ios::hex) +
//                                                      " Datatype: " + StringConverter::toString(datatype, 0, ' ', std::ios::hex)
//                                                      );

				// Normal formats
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
					case TEX_TYPE_2D:
#if OGRE_PLATFORM == OGRE_PLATFORM_NACL
                        if(internalformat != format)
                        {
                            LogManager::getSingleton().logMessage("glTexImage2D: format != internalFormat, "
                                "format=" + StringConverter::toString(format) + 
                                ", internalFormat=" + StringConverter::toString(internalformat));
                        }
#endif
                        glTexImage2D(GL_TEXTURE_2D,
                                     mip,
                                     internalformat,
                                     width, height,
                                     0,
                                     format,
                                     datatype, 0);
                        GL_CHECK_ERROR;
                        break;
					case TEX_TYPE_CUBE_MAP:
						for(int face = 0; face < 6; face++) {
							glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, internalformat,
								width, height, 0, 
								format, datatype, 0);
						}
						break;
					case TEX_TYPE_3D:
                    default:
                        break;
                };

                if (width > 1)
                {
                    width = width / 2;
                }
                if (height > 1)
                {
                    height = height / 2;
                }
            }
        }

        _createSurfaceList();

        // Get final internal format
        mFormat = getBuffer(0,0)->getFormat();
    }
예제 #7
0
    // Creation / loading methods
    void GLESTexture::createInternalResourcesImpl(void)
    {
		// Convert to nearest power-of-two size if required
        mWidth = GLESPixelUtil::optionalPO2(mWidth);
        mHeight = GLESPixelUtil::optionalPO2(mHeight);
        mDepth = GLESPixelUtil::optionalPO2(mDepth);

		// Adjust format if required
        mFormat = TextureManager::getSingleton().getNativeFormat(TEX_TYPE_2D, mFormat, mUsage);

		// Check requested number of mipmaps
        size_t maxMips = GLESPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);
        
        if(PixelUtil::isCompressed(mFormat) && (mNumMipmaps == 0))
            mNumRequestedMipmaps = 0;
        
        mNumMipmaps = mNumRequestedMipmaps;
        if (mNumMipmaps > maxMips)
            mNumMipmaps = maxMips;

		// Generate texture name
        glGenTextures(1, &mTextureID);
        GL_CHECK_ERROR;

		// Set texture type
        glBindTexture(GL_TEXTURE_2D, mTextureID);
        GL_CHECK_ERROR;

        // Set some misc default parameters, these can of course be changed later
        glTexParameteri(GL_TEXTURE_2D,
                        GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
        GL_CHECK_ERROR;
        glTexParameteri(GL_TEXTURE_2D,
                        GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        GL_CHECK_ERROR;
        glTexParameteri(GL_TEXTURE_2D,
                        GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        GL_CHECK_ERROR;
        glTexParameteri(GL_TEXTURE_2D,
                        GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
        GL_CHECK_ERROR;

		// If we can do automip generation and the user desires this, do so
        mMipmapsHardwareGenerated =
            Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP) && !PixelUtil::isCompressed(mFormat);

        if ((mUsage & TU_AUTOMIPMAP) &&
            mNumRequestedMipmaps && mMipmapsHardwareGenerated)
        {
            glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
            GL_CHECK_ERROR;
        }

        // Allocate internal buffer so that glTexSubImageXD can be used
        // Internal format
        GLenum format = GLESPixelUtil::getClosestGLInternalFormat(mFormat, mHwGamma);
        GLenum datatype = GLESPixelUtil::getGLOriginDataType(mFormat);
        size_t width = mWidth;
        size_t height = mHeight;
        size_t depth = mDepth;

        if (PixelUtil::isCompressed(mFormat))
        {
            // Compressed formats
            size_t size = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);

            // Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
            // accept a 0 pointer like normal glTexImageXD
            // Run through this process for every mipmap to pregenerate mipmap pyramid

            uint8* tmpdata = new uint8[size];
            memset(tmpdata, 0, size);
            for (size_t mip = 0; mip <= mNumMipmaps; mip++)
            {
                size = PixelUtil::getMemorySize(width, height, depth, mFormat);

                glCompressedTexImage2D(GL_TEXTURE_2D,
                                       mip,
                                       format,
                                       width, height,
                                       0,
                                       size,
                                       tmpdata);
                GL_CHECK_ERROR;

//                LogManager::getSingleton().logMessage("GLESTexture::create - Mip: " + StringConverter::toString(mip) +
//                                                      " Width: " + StringConverter::toString(width) +
//                                                      " Height: " + StringConverter::toString(height) +
//                                                      " Internal Format: " + StringConverter::toString(format)
//                                                      );

                if(width > 1)
                {
                    width = width / 2;
                }
                if(height > 1)
                {
                    height = height / 2;
                }
                if(depth > 1)
                {
                    depth = depth / 2;
                }
            }
            delete [] tmpdata;
        }
        else
        {
            // Run through this process to pregenerate mipmap pyramid
            for(size_t mip = 0; mip <= mNumMipmaps; mip++)
            {
                glTexImage2D(GL_TEXTURE_2D,
                             mip,
                             format,
                             width, height,
                             0,
                             format,
                             datatype, 0);
                GL_CHECK_ERROR;

                if (width > 1)
                {
                    width = width / 2;
                }
                if (height > 1)
                {
                    height = height / 2;
                }
            }
        }

        _createSurfaceList();

        // Get final internal format
        mFormat = getBuffer(0,0)->getFormat();
    }
예제 #8
0
	//* Creation / loading methods ********************************************
	void GLTexture::createInternalResourcesImpl(void)
    {
		// Convert to nearest power-of-two size if required
        mWidth = GLPixelUtil::optionalPO2(mWidth);      
        mHeight = GLPixelUtil::optionalPO2(mHeight);
        mDepth = GLPixelUtil::optionalPO2(mDepth);
		

		// Adjust format if required
		mFormat = TextureManager::getSingleton().getNativeFormat(mTextureType, mFormat, mUsage);
		
		// Check requested number of mipmaps
		size_t maxMips = GLPixelUtil::getMaxMipmaps(mWidth, mHeight, mDepth, mFormat);
		mNumMipmaps = mNumRequestedMipmaps;
		if(mNumMipmaps>maxMips)
			mNumMipmaps = maxMips;
		
		// Generate texture name
        glGenTextures( 1, &mTextureID );
		
		// Set texture type
		glBindTexture( getGLTextureTarget(), mTextureID );
        
		// This needs to be set otherwise the texture doesn't get rendered
        glTexParameteri( getGLTextureTarget(), GL_TEXTURE_MAX_LEVEL, mNumMipmaps );
        
        // Set some misc default parameters so NVidia won't complain, these can of course be changed later
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(getGLTextureTarget(), GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		
		// If we can do automip generation and the user desires this, do so
		mMipmapsHardwareGenerated = 
			Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_AUTOMIPMAP);
		if((mUsage & TU_AUTOMIPMAP) &&
		    mNumRequestedMipmaps && mMipmapsHardwareGenerated)
        {
            glTexParameteri( getGLTextureTarget(), GL_GENERATE_MIPMAP, GL_TRUE );
        }
		
		// Allocate internal buffer so that glTexSubImageXD can be used
		// Internal format
		GLenum format = GLPixelUtil::getClosestGLInternalFormat(mFormat);
		size_t width = mWidth;
		size_t height = mHeight;
		size_t depth = mDepth;

		if(PixelUtil::isCompressed(mFormat))
		{
			// Compressed formats
			size_t size = PixelUtil::getMemorySize(mWidth, mHeight, mDepth, mFormat);
			// Provide temporary buffer filled with zeroes as glCompressedTexImageXD does not
			// accept a 0 pointer like normal glTexImageXD
			// Run through this process for every mipmap to pregenerate mipmap piramid
			uint8 *tmpdata = new uint8[size];
			memset(tmpdata, 0, size);
			
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				size = PixelUtil::getMemorySize(width, height, depth, mFormat);
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glCompressedTexImage1DARB(GL_TEXTURE_1D, mip, format, 
							width, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_2D:
						glCompressedTexImage2DARB(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_3D:
						glCompressedTexImage3DARB(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							size, tmpdata);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glCompressedTexImage2DARB(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								size, tmpdata);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
			delete [] tmpdata;
		}
		else
		{
			// Run through this process to pregenerate mipmap piramid
			for(size_t mip=0; mip<=mNumMipmaps; mip++)
			{
				// Normal formats
				switch(mTextureType)
				{
					case TEX_TYPE_1D:
						glTexImage1D(GL_TEXTURE_1D, mip, format,
							width, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
	
						break;
					case TEX_TYPE_2D:
						glTexImage2D(GL_TEXTURE_2D, mip, format,
							width, height, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_3D:
						glTexImage3D(GL_TEXTURE_3D, mip, format,
							width, height, depth, 0, 
							GL_RGBA, GL_UNSIGNED_BYTE, 0);
						break;
					case TEX_TYPE_CUBE_MAP:
						for(int face=0; face<6; face++) {
							glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, mip, format,
								width, height, 0, 
								GL_RGBA, GL_UNSIGNED_BYTE, 0);
						}
						break;
				};
				if(width>1)		width = width/2;
				if(height>1)	height = height/2;
				if(depth>1)		depth = depth/2;
			}
		}
		_createSurfaceList();
		// Get final internal format
		mFormat = getBuffer(0,0)->getFormat();
	}