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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.
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14 changed files with 111 additions and 72 deletions
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@ -84,6 +84,8 @@ public:
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ITexture *addTexture(const io::path &name, IImage *image) override;
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ITexture *addArrayTexture(const io::path &name, IImage **images, u32 count) override;
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virtual ITexture *addTextureCubemap(const io::path &name, IImage *imagePosX, IImage *imageNegX, IImage *imagePosY,
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IImage *imageNegY, IImage *imagePosZ, IImage *imageNegZ) override;
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@ -549,9 +551,8 @@ protected:
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//! adds a surface, not loaded or created by the Irrlicht Engine
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void addTexture(ITexture *surface);
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virtual ITexture *createDeviceDependentTexture(const io::path &name, IImage *image);
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virtual ITexture *createDeviceDependentTextureCubemap(const io::path &name, const std::vector<IImage*> &image);
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virtual ITexture *createDeviceDependentTexture(const io::path &name, E_TEXTURE_TYPE type,
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const std::vector<IImage*> &images);
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//! checks triangle count and print warning if wrong
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bool checkPrimitiveCount(u32 prmcnt) const;
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