wined3d: Store the pixel format in the texture.

This commit is contained in:
Stefan Dösinger 2007-03-20 23:01:15 +01:00 committed by Alexandre Julliard
parent ede01abee2
commit 2cdbd9a53d

View File

@ -823,6 +823,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, U
object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
object->baseTexture.format = Format;
/* Calculate levels for mip mapping */
if (Levels == 0) {
TRACE("calculating levels %d\n", object->baseTexture.levels);
@ -896,6 +898,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *ifa
object->width = Width;
object->height = Height;
object->depth = Depth;
object->baseTexture.format = Format;
/* Calculate levels for mip mapping */
if (Levels == 0) {
@ -1011,6 +1014,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface
/* TODO: support for native non-power 2 */
/* Precalculated scaling for 'faked' non power of two texture coords */
object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
object->baseTexture.format = Format;
/* Calculate levels for mip mapping */
if (Levels == 0) {