CreateGlTexture();
}
- mContext.ActiveTexture( TextureUnitAsGLenum( TEXTURE_UNIT_UPLOAD ) ); // 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( TextureUnitAsGLenum( TEXTURE_UNIT_UPLOAD ) ); // 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( TextureUnitAsGLenum( TEXTURE_UNIT_UPLOAD ) ); // 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( TextureUnitAsGLenum( TEXTURE_UNIT_UPLOAD ) ); // bind in unused unit so rebind works the first time
+ mContext.ActiveTexture( TEXTURE_UNIT_UPLOAD );
mContext.Bind2dTexture(mId);
size_t numPixels = blockSize*blockSize;