Searched refs:m_texStorageLevels (Results 1 – 2 of 2) sorted by relevance
511 m_texStorageLevels(texture.texStorageLevels), in SaveableTexture()532 m_texStorageLevels = stream->getBe32(); in loadFromStream()537 unsigned int numLevels = m_texStorageLevels ? m_texStorageLevels : in loadFromStream()595 stream->putBe32(m_texStorageLevels); in onSave()640 unsigned int numLevels = m_texStorageLevels ? m_texStorageLevels : in onSave()905 unsigned int numLevels = m_texStorageLevels ? m_texStorageLevels : in restore()918 if (m_texStorageLevels) { in restore()922 dispatcher.glTexStorage2D(m_target, m_texStorageLevels, in restore()929 dispatcher.glTexStorage3D(m_target, m_texStorageLevels, in restore()949 if (m_texStorageLevels) { in restore()[all …]
100 unsigned int m_texStorageLevels = 0; variable