Change-Id: If37c96bb51c60070c3abae6b3e4dc7c69f916676
auto* texture = static_cast<GLES::Texture*>(info.dstTexture);
const auto& createInfo = texture->GetCreateInfo();
+ mGlAbstraction->PixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
mGlAbstraction->BindTexture(GL_TEXTURE_2D, texture->GetGLTexture());
mGlAbstraction->TexSubImage2D(GL_TEXTURE_2D,
info.level,
// Luminance formats
case Graphics::Format::L8:
{
- Assign(GL_RED, GL_UNSIGNED_BYTE);
+ Assign(GL_LUMINANCE, GL_UNSIGNED_BYTE);
break;
}
case Graphics::Format::L8A8:
{
- Assign(0, 0);
+ Assign(GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE);
break;
}