On 19 August 2013 10:52, Stefan Dösinger stefan@codeweavers.com wrote:
+void wined3d_volume_set_texture_level(struct wined3d_volume *volume, GLint level) +{
- volume->texture_level = level;
+}
I think that's a step in the wrong direction. I think this should be set on volume creation. We do have a construction like this for surfaces, but the reasons for that don't apply to volumes, and I'd like to get rid of it for surfaces as well if at all possible.
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Am 2013-08-19 12:39, schrieb Henri Verbeet:
On 19 August 2013 10:52, Stefan Dösinger stefan@codeweavers.com wrote:
+void wined3d_volume_set_texture_level(struct wined3d_volume *volume, GLint level) +{ + volume->texture_level = level; +}
I think that's a step in the wrong direction. I think this should be set on volume creation. We do have a construction like this for surfaces, but the reasons for that don't apply to volumes, and I'd like to get rid of it for surfaces as well if at all possible.
That's certainly possible, but it also means adding this information to the public API and passing it through d3d8/9. I can do whatever you prefer.
On 19 August 2013 13:51, Stefan Dösinger stefan@codeweavers.com wrote:
Am 2013-08-19 12:39, schrieb Henri Verbeet:
On 19 August 2013 10:52, Stefan Dösinger stefan@codeweavers.com wrote:
+void wined3d_volume_set_texture_level(struct wined3d_volume *volume, GLint level) +{ + volume->texture_level = level; +}
I think that's a step in the wrong direction. I think this should be set on volume creation. We do have a construction like this for surfaces, but the reasons for that don't apply to volumes, and I'd like to get rid of it for surfaces as well if at all possible.
That's certainly possible, but it also means adding this information to the public API and passing it through d3d8/9. I can do whatever you prefer.
Yeah, I think that's preferable, at least for the time being. In the longer term sub-resources like surfaces and volumes as separate objects will go away from the public interface completely, similar to d3d10 and later, and we can just create them directly from the texture in wined3d.