}
-
-
-static GLuint
-target_to_face(GLenum target)
-{
- switch (target) {
- case GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB:
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB:
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB:
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB:
- case GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB:
- case GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB:
- return ((GLuint) target - (GLuint) GL_TEXTURE_CUBE_MAP_POSITIVE_X);
- default:
- return 0;
- }
-}
-
-
-
/* There are actually quite a few combinations this will work for,
* more than what I've listed here.
*/
DBG("%s target %s level %d %dx%dx%d border %d\n", __FUNCTION__,
_mesa_lookup_enum_by_nr(target), level, width, height, depth, border);
- stImage->face = target_to_face(target);
+ stImage->face = _mesa_tex_target_to_face(target);
stImage->level = level;
if (ctx->_ImageTransferState & IMAGE_CONVOLUTION_BIT) {