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Clening up from review comments
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2 changed files with 2 additions and 4 deletions
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@ -214,7 +214,7 @@ bool GLBackend::GLTexture::isReady() const {
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// Move content bits from the CPU to the GPU for a given mip / face
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void GLBackend::GLTexture::transferMip(GLenum target, const Texture::PixelsPointer& mip) const {
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GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuTexture.getTexelFormat(), mip->getFormat());
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GLTexelFormat texelFormat = GLTexelFormat::evalGLTexelFormat(_gpuTexture.getTexelFormat(), mip->getFormat());
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glTexSubImage2D(target, 0, 0, 0, _gpuTexture.getWidth(), _gpuTexture.getHeight(), texelFormat.format, texelFormat.type, mip->readData());
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(void)CHECK_GL_ERROR();
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}
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@ -235,7 +235,6 @@ gpu::Texture* TextureUsage::createNormalTextureFromBumpImage(const QImage& srcIm
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image = image.convertToFormat(QImage::Format_RGB888);
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}
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#if 1
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// PR 5540 by AlessandroSigna integrated here as a specialized TextureLoader for bumpmaps
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// The conversion is done using the Sobel Filter to calculate the derivatives from the grayscale image
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const double pStrength = 2.0;
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@ -285,8 +284,7 @@ gpu::Texture* TextureUsage::createNormalTextureFromBumpImage(const QImage& srcIm
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result.setPixel(i, j, qRgbValue);
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}
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}
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#endif
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gpu::Texture* theTexture = nullptr;
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if ((image.width() > 0) && (image.height() > 0)) {
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