GPipe 1.1.2 → 1.1.3
raw patch · 3 files changed
+5/−3 lines, 3 filesPVP ok
version bump matches the API change (PVP)
API changes (from Hackage documentation)
Files
- GPipe.cabal +1/−1
- src/Resources.hs +1/−1
- src/Textures.hs +3/−1
GPipe.cabal view
@@ -1,5 +1,5 @@ name: GPipe-version: 1.1.2+version: 1.1.3 cabal-version: >= 1.2.3 build-type: Simple license: BSD3
src/Resources.hs view
@@ -278,7 +278,7 @@ activeTexture $= TextureUnit i bindWinMappedTexture (target t) w tex t textureFilter (target t) $= toGLFilter f - mapM_ (\c -> textureWrapMode (target t) c $= toGLWrap e) [S, T, R, Q] + mapM_ (\c -> textureWrapMode (target t) c $= toGLWrap e) [S, T, R] return $ TexCoord1 (fromIntegral i::GLint) target Sampler3D = Texture3D target Sampler2D = Texture2D
src/Textures.hs view
@@ -102,7 +102,7 @@ type TextureFragmentCoord t mkTexture :: CPUFormat (TextureFormat t) -> GL.PixelInternalFormat -> TextureSize t -> [Ptr a] -> IO t -- | Calculates the byte size of all mipmaps for a specific format and size, which eases the useage of- -- 'newTexture' and 'newDepthTexture'. This adds padding for the row alignment of 4 bytes, even on the last row. + -- 'newTexture' and 'newDepthTexture'. textureCPUFormatByteSize :: CPUFormat (TextureFormat t) -> TextureSize t -> [Int] -- | Samples the texture using mipmaps in a 'Fragment'. sample :: Sampler -> t -> TextureFragmentCoord t -> Color (TextureFormat t) (Fragment Float) @@ -119,6 +119,7 @@ -> [Ptr a] -- ^ A list of Ptr's for each mipmap of the texture (you may provide as many as you want). -- For 'TextureCube', this list starts with all mipmaps of the first side, then the mipmaps -- of the second, and so on. In this case all sides must have the same number of mipmaps.+ -- All rows and depth levels are tightly packed, i.e. no padding between them and 1 byte alignment. -> IO t newTexture f i = mkTexture f (toGLInternalFormat i) @@ -131,6 +132,7 @@ -> [Ptr a] -- ^ A list of Ptr's for each mipmap of the texture (you may provide as many as you want). -- For 'TextureCube', this list starts with all mipmaps of the first side, then the mipmaps -- of the second, and so on. In this case all sides must have the same number of mipmaps.+ -- All rows and depth levels are tightly packed, i.e. no padding between them and 1 byte alignment. -> IO t newDepthTexture f i = mkTexture f (toGLInternalFormat i)