Smoke:
[blender.git] / source / blender / gpu / intern / gpu_extensions.c
index 0b6640b9e2741a2428e697aa89c65d9c40c0bb22..9e53c85a5bae1ade9bfecf0437a3420eef07b747 100644 (file)
@@ -326,6 +326,7 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels)
        tex->number = -1;
        tex->refcount = 1;
        tex->target = GL_TEXTURE_3D;
+       float vfBorderColor[4] = {0.0f, 0.0f, 0.0f, 0.0f};
 
        glGenTextures(1, &tex->bindcode);
 
@@ -336,7 +337,7 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels)
                return NULL;
        }
 
-       // if (!GLEW_ARB_texture_non_power_of_two) 
+       if (!GLEW_ARB_texture_non_power_of_two) 
        {
                tex->w = larger_pow2(tex->w);
                tex->h = larger_pow2(tex->h);
@@ -357,22 +358,14 @@ GPUTexture *GPU_texture_create_3D(int w, int h, int depth, float *fpixels)
 
        if (fpixels) {
                glTexSubImage3D(tex->target, 0, 0, 0, 0, w, h, depth, format, type, pixels);
-
-               /*
-               if (tex->w > w)
-                       GPU_glTexSubImageEmpty(tex->target, format, w, 0, tex->w-w, tex->h);
-               if (tex->h > h)
-                       GPU_glTexSubImageEmpty(tex->target, format, 0, h, w, tex->h-h);
-               */
        }
 
-       // glTexImage3D(tex->target, 0, GL_RGBA, w, h, depth, 0, GL_RGBA, GL_FLOAT, fpixels);
-
+       // glTexParameterfv(GL_TEXTURE_3D, GL_TEXTURE_BORDER_COLOR, vfBorderColor);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,GL_CLAMP_TO_BORDER);
-       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,GL_CLAMP_TO_BORDER);
-       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,GL_CLAMP_TO_BORDER);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+       glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER);
 
 
        if (pixels)