OpenGLRenderer: Use glTexStorage2D instead of glTexImage2D

This commit is contained in:
Jérôme Leclercq
2021-02-20 19:14:13 +01:00
parent f7442982a4
commit 3ef74d6e1d
3 changed files with 11 additions and 2 deletions

View File

@@ -58,6 +58,15 @@ namespace Nz::GL
context.glTexImage2D(ToOpenGL(m_target), level, internalFormat, width, height, border, format, type, data);
}
inline void Texture::TexStorage2D(GLint levels, GLint internalFormat, GLsizei width, GLsizei height)
{
m_target = TextureTarget::Target2D;
const Context& context = EnsureDeviceContext();
context.BindTexture(m_target, m_objectId);
context.glTexStorage2D(ToOpenGL(m_target), levels, internalFormat, width, height);
}
inline void Texture::TexSubImage2D(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void* data)
{
const Context& context = EnsureDeviceContext();