level.width = 16;
level.height = 16;
- level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (0);
+ level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (1);
level.level = 0;
level.internalFormat = internalFormat;
level.compressed = false;
level.width = 32;
level.height = 32;
- level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (0);
+ level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (1);
level.level = 0;
level.internalFormat = internalFormat;
level.compressed = false;
level.width = 32;
level.height = 32;
- level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (0);
+ level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (1);
level.level = 0;
level.internalFormat = internalFormat;
level.compressed = false;
texGen.bindWholeArray = true;
level.width = 32;
- level.height = 0;
- level.depth = 0;
+ level.height = 1;
+ level.depth = 1;
level.level = 0;
level.internalFormat = internalFormat;
level.compressed = false;
texGen.bindWholeArray = false;
level.width = 16;
- level.height = 0;
- level.depth = 0;
+ level.height = 1;
+ level.depth = 1;
level.level = 0;
level.internalFormat = internalFormat;
level.compressed = false;
level.width = 32;
level.height = 32;
- level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (0);
+ level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (1);
level.level = 0;
level.internalFormat = internalFormat;
level.compressed = false;
level.width = 16;
level.height = (target == GL_TEXTURE_CUBE_MAP || target == GL_TEXTURE_CUBE_MAP_ARRAY) ? (16) : (64);
- level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (0);
+ level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (1);
level.level = 0;
level.internalFormat = internalFormat;
level.compressed = false;
level.width = 4;
level.height = (target == GL_TEXTURE_CUBE_MAP || target == GL_TEXTURE_CUBE_MAP_ARRAY) ? (4) : (8);
- level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (0);
+ level.depth = (textureTypeHasDepth(texGen.bindTarget)) ? (6) : (1);
level.level = 3;
level.internalFormat = internalFormat;
level.compressed = false;
}
level.width = 32;
- level.height = (textureTypeHasHeight(target)) ? (32) : (0);
- level.depth = (textureTypeHasDepth(target)) ? (6) : (0);
+ level.height = (textureTypeHasHeight(target)) ? (32) : (1);
+ level.depth = (textureTypeHasDepth(target)) ? (6) : (1);
level.level = 0;
level.internalFormat = internalFormats[internalFormatNdx];
level.compressed = false;
level.width = 32;
level.height = 32;
- level.depth = (textureTypeHasDepth(target)) ? (6) : (0);
+ level.depth = (textureTypeHasDepth(target)) ? (6) : (1);
level.level = 3;
level.internalFormat = GL_RGBA8;
level.compressed = false;
level.width = 32;
level.height = 32;
- level.depth = (target == GL_TEXTURE_2D_ARRAY) ? (2) : (0);
+ level.depth = (target == GL_TEXTURE_2D_ARRAY) ? (2) : (1);
level.level = 0;
level.internalFormat = GL_COMPRESSED_RGB8_ETC2;
level.compressed = true;
if (m_texBuffer)
{
- gl.glDeleteTextures(1, &m_texBuffer);
+ gl.glDeleteBuffers(1, &m_texBuffer);
m_texture = 0;
}