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Implement support for array textures in GL driver

note: feature detection was not implemented in the legacy driver, but the code itself probably works.
This commit is contained in:
sfan5 2025-04-06 22:16:17 +02:00
parent d5bf094f9a
commit 46db688cc8
14 changed files with 111 additions and 72 deletions

View file

@ -84,6 +84,8 @@ public:
ITexture *addTexture(const io::path &name, IImage *image) override;
ITexture *addArrayTexture(const io::path &name, IImage **images, u32 count) override;
virtual ITexture *addTextureCubemap(const io::path &name, IImage *imagePosX, IImage *imageNegX, IImage *imagePosY,
IImage *imageNegY, IImage *imagePosZ, IImage *imageNegZ) override;
@ -549,9 +551,8 @@ protected:
//! adds a surface, not loaded or created by the Irrlicht Engine
void addTexture(ITexture *surface);
virtual ITexture *createDeviceDependentTexture(const io::path &name, IImage *image);
virtual ITexture *createDeviceDependentTextureCubemap(const io::path &name, const std::vector<IImage*> &image);
virtual ITexture *createDeviceDependentTexture(const io::path &name, E_TEXTURE_TYPE type,
const std::vector<IImage*> &images);
//! checks triangle count and print warning if wrong
bool checkPrimitiveCount(u32 prmcnt) const;