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https://github.com/NoelFB/blah.git
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forgot to include renderer updates from Texture commit
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4c04fdd72f
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@ -274,7 +274,7 @@ namespace Blah
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return m_format;
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return m_format;
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}
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}
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void set_data(unsigned char* data) override
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void set_data(const u8* data) override
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{
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{
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// bounds
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// bounds
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D3D11_BOX box;
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D3D11_BOX box;
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@ -295,7 +295,7 @@ namespace Blah
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0);
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0);
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}
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}
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void get_data(unsigned char* data) override
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void get_data(u8* data) override
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{
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{
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HRESULT hr;
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HRESULT hr;
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@ -254,7 +254,7 @@ typedef char GLchar;
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GL_FUNC(BindTexture, void, GLenum target, GLuint id) \
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GL_FUNC(BindTexture, void, GLenum target, GLuint id) \
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GL_FUNC(BindRenderbuffer, void, GLenum target, GLuint id) \
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GL_FUNC(BindRenderbuffer, void, GLenum target, GLuint id) \
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GL_FUNC(BindFramebuffer, void, GLenum target, GLuint id) \
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GL_FUNC(BindFramebuffer, void, GLenum target, GLuint id) \
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GL_FUNC(TexImage2D, void, GLenum target, GLint level, GLenum internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, void* data) \
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GL_FUNC(TexImage2D, void, GLenum target, GLint level, GLenum internalFormat, GLint width, GLint height, GLint border, GLenum format, GLenum type, const void* data) \
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GL_FUNC(FramebufferRenderbuffer, void, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \
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GL_FUNC(FramebufferRenderbuffer, void, GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer) \
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GL_FUNC(FramebufferTexture2D, void, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \
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GL_FUNC(FramebufferTexture2D, void, GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) \
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GL_FUNC(TexParameteri, void, GLenum target, GLenum name, GLint param) \
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GL_FUNC(TexParameteri, void, GLenum target, GLenum name, GLint param) \
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@ -709,14 +709,14 @@ namespace Blah
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}
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}
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}
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}
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virtual void set_data(unsigned char* data) override
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virtual void set_data(const u8* data) override
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{
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{
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renderer->gl.ActiveTexture(GL_TEXTURE0);
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renderer->gl.ActiveTexture(GL_TEXTURE0);
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renderer->gl.BindTexture(GL_TEXTURE_2D, m_id);
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renderer->gl.BindTexture(GL_TEXTURE_2D, m_id);
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renderer->gl.TexImage2D(GL_TEXTURE_2D, 0, m_gl_internal_format, m_width, m_height, 0, m_gl_format, m_gl_type, data);
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renderer->gl.TexImage2D(GL_TEXTURE_2D, 0, m_gl_internal_format, m_width, m_height, 0, m_gl_format, m_gl_type, data);
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}
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}
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virtual void get_data(unsigned char* data) override
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virtual void get_data(u8* data) override
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{
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{
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renderer->gl.ActiveTexture(GL_TEXTURE0);
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renderer->gl.ActiveTexture(GL_TEXTURE0);
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renderer->gl.BindTexture(GL_TEXTURE_2D, m_id);
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renderer->gl.BindTexture(GL_TEXTURE_2D, m_id);
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