OpenGL: Maintain one more flag to ensure that textures are always initialized. (Fixes #116.)
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4269925258
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5890540007
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@ -702,6 +702,7 @@ OpenGLTexture::OpenGLTexture(TEXIMAGE_PARAM texAttributes, u32 palAttributes) :
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_cacheSize = GetUnpackSizeUsingFormat(TexFormat_32bpp);
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_invSizeS = 1.0f / (float)_sizeS;
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_invSizeT = 1.0f / (float)_sizeT;
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_isTexInited = false;
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_upscaleBuffer = NULL;
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@ -713,7 +714,7 @@ OpenGLTexture::~OpenGLTexture()
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glDeleteTextures(1, &this->_texID);
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}
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void OpenGLTexture::Load(bool isNewTexture)
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void OpenGLTexture::Load(bool forceTextureInit)
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{
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u32 *textureSrc = (u32 *)this->_deposterizeSrcSurface.Surface;
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@ -733,8 +734,9 @@ void OpenGLTexture::Load(bool isNewTexture)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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if (isNewTexture)
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if (forceTextureInit || !this->_isTexInited)
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{
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this->_isTexInited = true;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_sizeS, this->_sizeT, 0, GL_RGBA, GL_TEXTURE_SRC_FORMAT, textureSrc);
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}
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else
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@ -751,8 +753,9 @@ void OpenGLTexture::Load(bool isNewTexture)
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this->_Upscale<2>(textureSrc, this->_upscaleBuffer);
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if (isNewTexture)
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if (forceTextureInit || !this->_isTexInited)
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{
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this->_isTexInited = true;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_sizeS*2, this->_sizeT*2, 0, GL_RGBA, GL_TEXTURE_SRC_FORMAT, this->_upscaleBuffer);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGBA, this->_sizeS*1, this->_sizeT*1, 0, GL_RGBA, GL_TEXTURE_SRC_FORMAT, textureSrc);
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}
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@ -771,8 +774,9 @@ void OpenGLTexture::Load(bool isNewTexture)
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this->_Upscale<4>(textureSrc, this->_upscaleBuffer);
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if (isNewTexture)
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if (forceTextureInit || !this->_isTexInited)
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{
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this->_isTexInited = true;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, this->_sizeS*4, this->_sizeT*4, 0, GL_RGBA, GL_TEXTURE_SRC_FORMAT, this->_upscaleBuffer);
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this->_Upscale<2>(textureSrc, this->_upscaleBuffer);
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@ -598,6 +598,7 @@ protected:
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GLuint _texID;
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GLfloat _invSizeS;
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GLfloat _invSizeT;
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bool _isTexInited;
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u32 *_upscaleBuffer;
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@ -605,7 +606,7 @@ public:
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OpenGLTexture(TEXIMAGE_PARAM texAttributes, u32 palAttributes);
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virtual ~OpenGLTexture();
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virtual void Load(bool isNewTexture);
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virtual void Load(bool forceTextureInit);
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GLuint GetID() const;
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GLfloat GetInvWidth() const;
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