- if (type == GL_FLOAT) {
- bytes_per_pixel *= sizeof(float);
- }
-
- // Create PBO to hold the texture holding the input image, and then the texture itself.
- glGenBuffers(1, &pbo);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
- check_error();
- glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, pitch * height * bytes_per_pixel, NULL, GL_STREAM_DRAW);
- check_error();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
- check_error();
-
- glGenTextures(1, &texture_num);
- check_error();
- glBindTexture(GL_TEXTURE_2D, texture_num);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, needs_mipmaps ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
- check_error();
- glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
- check_error();
- // Intel/Mesa seems to have a broken glGenerateMipmap() for non-FBO textures, so do it here
- // instead of calling glGenerateMipmap().
- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, needs_mipmaps ? GL_TRUE : GL_FALSE);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, internal_format, width, height, 0, format, type, NULL);
- check_error();
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- check_error();
-
- needs_update = true;
- finalized = true;