Hi,
Assuming that the image associated with a texture is dirty (for instance
glTexStorage2D with the format GL_RGB8 will create a dirty image),
TextureD3D::subImage will not mark the image as clean if it uses
TextureStorage::setData to upload data directly to the storage.
Adding a call to image->markClean(); after uploading the data fixes the problem
in my case. However this code looks wrong if someone try to update a subregion
of the image instead of the entire image. Perhaps updateStorage should be
called at the beginning of setSubImage to ensure that all images have been
committed to the storage.
Original issue reported on code.google.com by Gregory....@imgtec.com on 19 Jan 2015 at 4:24
Original issue reported on code.google.com by
Gregory....@imgtec.com
on 19 Jan 2015 at 4:24