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ba1339c)
Seemingly GL_LUMINANCE is also deprecated; this actually decreases
support for GLES2 somewhat, but we need GLES3 anyway, so the net
loss shouldn't be too bad.
case GL_RG16F:
format = GL_RG;
break;
case GL_RG16F:
format = GL_RG;
break;
- case GL_LUMINANCE8:
- format = GL_LUMINANCE;
+ case GL_R8:
+ format = GL_RED;
break;
default:
// TODO: Add more here as needed.
break;
default:
// TODO: Add more here as needed.
case GL_RG16F:
bytes_per_pixel = 4;
break;
case GL_RG16F:
bytes_per_pixel = 4;
break;
bytes_per_pixel = 1;
break;
default:
bytes_per_pixel = 1;
break;
default:
if (texture_num[channel] == 0) {
// (Re-)upload the texture.
if (texture_num[channel] == 0) {
// (Re-)upload the texture.
- texture_num[channel] = resource_pool->create_2d_texture(GL_LUMINANCE8, widths[channel], heights[channel]);
+ texture_num[channel] = resource_pool->create_2d_texture(GL_R8, widths[channel], heights[channel]);
glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, texture_num[channel]);
check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
check_error();
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch[channel]);
check_error();
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_LUMINANCE, GL_UNSIGNED_BYTE, pixel_data[channel]);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[channel], heights[channel], GL_RED, GL_UNSIGNED_BYTE, pixel_data[channel]);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
check_error();
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
check_error();