// CLASS HEADER
#include <dali/internal/render/gl-resources/bitmap-texture.h>
-// EXTERNAL INCLUDES
-#include <math.h>
-#include <memory.h>
-
// INTERNAL INCLUDES
-#include <dali/public-api/math/rect.h>
-#include <dali/public-api/math/math-utils.h>
#include <dali/integration-api/debug.h>
#include <dali/internal/render/common/vertex.h>
#include <dali/internal/render/common/performance-monitor.h>
#include <dali/internal/render/gl-resources/context.h>
+#include <dali/internal/render/gl-resources/texture-units.h>
namespace Dali
{
CreateGlTexture();
}
- mContext.ActiveTexture(GL_TEXTURE7); // bind in unused unit so rebind works the first time
+ mContext.ActiveTexture( TEXTURE_UNIT_UPLOAD );
mContext.Bind2dTexture(mId);
mContext.PixelStorei(GL_UNPACK_ALIGNMENT, 1); // We always use tightly packed data
GLenum pixelDataType = GL_UNSIGNED_BYTE;
Integration::ConvertToGlFormat(mPixelFormat, pixelDataType, pixelFormat);
- mContext.ActiveTexture(GL_TEXTURE7); // bind in unused unit so rebind works the first time
+ mContext.ActiveTexture( TEXTURE_UNIT_UPLOAD );
mContext.Bind2dTexture(mId);
}
DALI_ASSERT_DEBUG( mId != 0 );
- mContext.ActiveTexture(GL_TEXTURE7); // bind in unused unit so rebind works the first time
+ mContext.ActiveTexture( TEXTURE_UNIT_UPLOAD );
mContext.Bind2dTexture(mId);
Integration::ConvertToGlFormat(mPixelFormat, pixelDataType, pixelFormat);
GLenum pixelDataType = GL_UNSIGNED_BYTE;
Integration::ConvertToGlFormat(mPixelFormat, pixelDataType, pixelFormat);
- mContext.ActiveTexture(GL_TEXTURE7); // bind in unused unit so rebind works the first time
+ mContext.ActiveTexture( TEXTURE_UNIT_UPLOAD );
mContext.Bind2dTexture(mId);
size_t numPixels = blockSize*blockSize;