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GLES2: #ifdef use of GL_TEXTURE_MAX_LEVEL.
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1 changed files with 9 additions and 1 deletions
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@ -1205,11 +1205,12 @@ namespace bgfx
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BX_CHECK(0 != m_id, "Failed to generate texture id.");
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BX_CHECK(0 != m_id, "Failed to generate texture id.");
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GL_CHECK(glBindTexture(_target, m_id) );
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GL_CHECK(glBindTexture(_target, m_id) );
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_MAX_LEVEL, _numMips-1) );
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_S, s_textureAddress[(_flags&BGFX_TEXTURE_U_MASK)>>BGFX_TEXTURE_U_SHIFT]) );
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_T, s_textureAddress[(_flags&BGFX_TEXTURE_V_MASK)>>BGFX_TEXTURE_V_SHIFT]) );
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#if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
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#if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_MAX_LEVEL, _numMips-1) );
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if (_target == GL_TEXTURE_3D)
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if (_target == GL_TEXTURE_3D)
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{
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{
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
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GL_CHECK(glTexParameteri(_target, GL_TEXTURE_WRAP_R, s_textureAddress[(_flags&BGFX_TEXTURE_W_MASK)>>BGFX_TEXTURE_W_SHIFT]) );
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@ -1512,7 +1513,10 @@ namespace bgfx
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BX_CHECK(0 != m_id, "Failed to generate texture id.");
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BX_CHECK(0 != m_id, "Failed to generate texture id.");
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GL_CHECK(glBindTexture(m_target, m_id) );
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GL_CHECK(glBindTexture(m_target, m_id) );
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#if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
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#endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, _min) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, _min) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, _mag) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAG_FILTER, _mag) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) );
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@ -1539,7 +1543,11 @@ namespace bgfx
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GL_CHECK(glGenTextures(1, &m_id) );
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GL_CHECK(glGenTextures(1, &m_id) );
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BX_CHECK(0 != m_id, "Failed to generate texture id.");
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BX_CHECK(0 != m_id, "Failed to generate texture id.");
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GL_CHECK(glBindTexture(m_target, m_id) );
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GL_CHECK(glBindTexture(m_target, m_id) );
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#if BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MAX_LEVEL, 0) );
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#endif // BGFX_CONFIG_RENDERER_OPENGL|BGFX_CONFIG_RENDERER_OPENGLES3
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// GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
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// GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_COMPARE_MODE, GL_NONE) );
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// GL_CHECK(glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE) );
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// GL_CHECK(glTexParameteri(m_target, GL_DEPTH_TEXTURE_MODE, GL_NONE) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
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GL_CHECK(glTexParameteri(m_target, GL_TEXTURE_MIN_FILTER, GL_LINEAR) );
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