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https://github.com/korenkonder/ReDIVA.git
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No need for mip maps in empty textures
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@@ -2571,23 +2571,19 @@ matrix_buffer(), box_vao(), box_vbo(), empty_texture_2d(), empty_texture_cube_ma
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
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};
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static const int32_t max_level = 2;
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glGenTextures(1, &empty_texture_2d);
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gl_state_bind_texture_2d(empty_texture_2d);
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texture_set_params(empty_texture_2d, GL_TEXTURE_2D, max_level, false);
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for (int32_t level = 0, size = 1 << max_level; level <= max_level; size /= 2, level++)
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glCompressedTexImage2D(GL_TEXTURE_2D, level,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, size, size, 0, 8, empty_texture_data);
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texture_set_params(empty_texture_2d, GL_TEXTURE_2D, 0, false);
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glCompressedTexImage2D(GL_TEXTURE_2D, 0,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, empty_texture_data);
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gl_state_bind_texture_2d(0);
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glGenTextures(1, &empty_texture_cube_map);
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gl_state_bind_texture_cube_map(empty_texture_cube_map);
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texture_set_params(empty_texture_cube_map, GL_TEXTURE_CUBE_MAP, max_level, false);
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texture_set_params(empty_texture_cube_map, GL_TEXTURE_CUBE_MAP, 0, false);
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for (int32_t side = 0; side < 6; side++)
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for (int32_t level = 0, size = 1 << max_level; level <= max_level; size /= 2, level++)
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glCompressedTexImage2D(target_cube_map_array[side], level,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, size, size, 0, 8, empty_texture_data);
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glCompressedTexImage2D(target_cube_map_array[side], 0,
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GL_COMPRESSED_RGBA_S3TC_DXT1_EXT, 4, 4, 0, 8, empty_texture_data);
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gl_state_bind_texture_cube_map(0);
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}
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