Temporary low-res texture shown while generating compressed data on the CPU

This commit is contained in:
Enrico Turri 2019-06-02 11:01:51 +02:00
parent 545c013acd
commit e6af0d3dc4
4 changed files with 31 additions and 15 deletions

View file

@ -343,18 +343,6 @@ void GLTexture::reset()
#endif // ENABLE_COMPRESSED_TEXTURES
}
#if ENABLE_COMPRESSED_TEXTURES
bool GLTexture::unsent_compressed_data_available() const
{
return m_compressor.unsent_compressed_data_available();
}
void GLTexture::send_compressed_data_to_gpu()
{
m_compressor.send_compressed_data_to_gpu();
}
#endif // ENABLE_COMPRESSED_TEXTURES
void GLTexture::render_texture(unsigned int tex_id, float left, float right, float bottom, float top)
{
render_sub_texture(tex_id, left, right, bottom, top, FullTextureUVs);
@ -603,7 +591,7 @@ bool GLTexture::load_from_svg(const std::string& filename, bool use_mipmaps, uns
int lod_h = m_height;
GLint level = 0;
// we do not need to generate all levels down to 1x1
while ((lod_w > 64) || (lod_h > 64))
while ((lod_w > 16) || (lod_h > 16))
{
++level;