- if Format = GL_RGBA then
- gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, pData)
- else
- gluBuild2DMipmaps(GL_TEXTURE_2D, 3, Width, Height, GL_RGB, GL_UNSIGNED_BYTE, pData);
TexturenkompressionModerator: DGL-Team
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