changed texture format to standard RGB
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@ -50,10 +50,10 @@ void Texture::initPixels(Image* myImage, GLenum target)
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switch(myImage->depth)
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switch(myImage->depth)
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{
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{
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case 32:
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case 32:
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glAssert(glTexImage2D(target, 0, GL_RGBA, myImage->width, myImage->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, myImage->pixels));
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glAssert(glTexImage2D(target, 0, GL_RGBA, myImage->width, myImage->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, myImage->pixels));
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break;
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break;
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case 24:
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case 24:
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glAssert(glTexImage2D(target, 0, GL_RGB, myImage->width, myImage->height, 0, GL_BGR, GL_UNSIGNED_BYTE, myImage->pixels));
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glAssert(glTexImage2D(target, 0, GL_RGB, myImage->width, myImage->height, 0, GL_RGB, GL_UNSIGNED_BYTE, myImage->pixels));
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break;
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break;
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case 8:
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case 8:
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glAssert(glTexImage2D(target, 0, GL_R8, myImage->width, myImage->height, 0, GL_RED, GL_UNSIGNED_BYTE, myImage->pixels));
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glAssert(glTexImage2D(target, 0, GL_R8, myImage->width, myImage->height, 0, GL_RED, GL_UNSIGNED_BYTE, myImage->pixels));
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