mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
mContext.TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- INCREASE_BY( PerformanceMonitor::TEXTURE_DATA_UPLOADED, bufferSize );
}
void CompressedBitmapTexture::Update( Integration::Bitmap* bitmap )
{
AssignBitmap( false, pixels, mBitmap->GetBufferSize() );
- if( mDiscardPolicy == ResourcePolicy::DISCARD )
+ if( mDiscardPolicy == ResourcePolicy::OWNED_DISCARD )
{
mBitmap->DiscardBuffer();
}