On 25 May 2015 at 10:43, Stefan Dösinger stefandoesinger@gmail.com wrote:
Am 2015-05-25 um 10:27 schrieb Henri Verbeet:
This is kind of ok because the existing code is like this, but notice the similarity to some of the code in resource_init(). In fact, is there any reason the caller needs to pass "gl_type" to resource_init() instead of letting it figure it out on its own?
The idea is to keep the switch between the different 2D types in the 2D texture init parts of the code instead of the generic code.
I guess, but it doesn't really seem worth it if that means duplicating much of the generic usage/format validation code.