Use glTexStorage when resizing framebuffers

This commit is contained in:
jgk
2021-07-18 20:36:20 +02:00
parent ac66b4b9d6
commit 9407c7af2a
5 changed files with 51 additions and 42 deletions
+4 -4
View File
@@ -11,6 +11,8 @@ import Codec.Picture
import qualified Data.Vector.Storable as V
import Control.Lens
import Graphics.Rendering.OpenGL hiding (Point,translate,scale,imageHeight)
import Graphics.GL.Core43
--import Graphics.GL.Groups
--import Text.RawString.QQ
-- I am not sure if this assumes that the shader is constructed directly before
@@ -39,11 +41,9 @@ addTextureArray texturePath shad = do
textureBinding Texture2DArray $= Just textureOb
let texData = tilesToLine 128 8 .
V.toList $ imageData tex
--wtex = fromIntegral $ imageWidth tex
--htex = fromIntegral $ imageHeight tex
glTexStorage3D GL_TEXTURE_2D_ARRAY 3 GL_RGBA8 32 32 64
withArray texData $ \ptr -> do
texImage3D Texture2DArray NoProxy 0 RGBA8 (TextureSize3D 32 32 64) 0
(PixelData RGBA UnsignedByte ptr)
glTexSubImage3D GL_TEXTURE_2D_ARRAY 0 0 0 0 32 32 64 GL_RGBA GL_UNSIGNED_BYTE ptr
textureFilter Texture2DArray $= ((Linear',Just Linear') , Linear')
generateMipmap' Texture2DArray
return $ shad & shaderTexture ?~ ShaderTexture {_textureObject = textureOb}