Martijn Keijzers wrote:
>
> hello,
>
> While I was looking at the source code of mesa 3.0 two question/remarks
> raised.
>
> 1) If I want to do 3D Texturing of lets say a voxel of somebodys head, then
> I can define this voxel with the function TexImage3D. However, if I want to
> define a sub region for the same voxel I can use the OpenGL function
> glTexSubImage. When I am looking in the source code(dd.h) at the
> TexSubImage function I see I can give an x-offset, an y-offset, but no
> z-offset. Does this mean I allways have to load the sub image into the old
> image, and then to load the whole block of data with the TexImage function,
> or is there another way to do it?
>
> 2) If I want to check if 1D/2D/3D texturing is enabled, there is a function
> (see file enabled.c)called IsEnabled(Texture_xD). In the source I read for
> 1D, 2D as 3D
>
> case GL_TEXTURE_1D:
> {
> GLuint bit = TEXTURE0_1D << (ctx->Texture.CurrentSet * 4);
> return (ctx->Texture.Enabled & bit) ? GL_TRUE : GL_FALSE;
> }
> case GL_TEXTURE_2D:
> {
> GLuint bit = TEXTURE0_1D << (ctx->Texture.CurrentSet * 4);
> return (ctx->Texture.Enabled & bit) ? GL_TRUE : GL_FALSE;
> }
> case GL_TEXTURE_3D_EXT:
> {
> GLuint bit = TEXTURE0_1D << (ctx->Texture.CurrentSet * 4);
> return (ctx->Texture.Enabled & bit) ? GL_TRUE : GL_FALSE;
> }
> Is this piece of code not allways checking for Texture_1D???
Yes, that's a bug. I'll make sure it's fixed in version 3.1.
-Brian
----------------------------------------------------------------------
Brian Paul Avid Technology / Softimage [EMAIL PROTECTED]
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