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@@ -2748,6 +2748,11 @@
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}
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var internalFormat = this._getInternalFormat(format);
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+ var needConversion = false;
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+ if (internalFormat === gl.RGB) {
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+ internalFormat = gl.RGBA;
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+ needConversion = true;
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+ }
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var internalSizedFomat = this._getRGBABufferInternalSizedFormat(type);
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var width = size;
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@@ -2789,53 +2794,29 @@
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arrayTemp.push(rgbeDataArrays[5]); // -Z
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var mipData = mipmmapGenerator(arrayTemp);
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+ // mipData is order in +X -X +Y -Y +Z -Z
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+ var mipFaces = [0, 2, 4, 1, 3, 5];
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for (var level = 0; level < mipData.length; level++) {
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var mipSize = width >> level;
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- // mipData is order in +X -X +Y -Y +Z -Z
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- gl.texImage2D(facesIndex[0], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipData[level][0]);
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- gl.texImage2D(facesIndex[1], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipData[level][2]);
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- gl.texImage2D(facesIndex[2], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipData[level][4]);
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- gl.texImage2D(facesIndex[3], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipData[level][1]);
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- gl.texImage2D(facesIndex[4], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipData[level][3]);
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- gl.texImage2D(facesIndex[5], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipData[level][5]);
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- }
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- }
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- else {
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- if (internalFormat === gl.RGB) {
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- internalFormat = gl.RGBA;
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-
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- // Data are known to be in +X +Y +Z -X -Y -Z
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- for (let index = 0; index < facesIndex.length; index++) {
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- let faceData = <Float32Array>rgbeDataArrays[index];
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-
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- // Create a new RGBA Face.
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- let newFaceData = new Float32Array(width * height * 4);
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- for (let x = 0; x < width; x++) {
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- for (let y = 0; y < height; y++) {
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- let index = (y * width + x) * 3;
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- let newIndex = (y * width + x) * 4;
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-
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- // Map Old Value to new value.
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- newFaceData[newIndex + 0] = faceData[index + 0];
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- newFaceData[newIndex + 1] = faceData[index + 1];
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- newFaceData[newIndex + 2] = faceData[index + 2];
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-
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- // Add fully opaque alpha channel.
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- newFaceData[newIndex + 3] = 1;
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- }
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+ for (let mipIndex in mipFaces) {
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+ let mipFaceData = mipData[level][mipFaces[mipIndex]];
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+ if (needConversion) {
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+ mipFaceData = this._convertRGBtoRGBATextureData(mipFaceData, mipSize, mipSize, type);
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}
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-
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- // Reupload the face.
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- gl.texImage2D(facesIndex[index], 0, internalSizedFomat, width, height, 0, internalFormat, textureType, newFaceData);
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+ gl.texImage2D(facesIndex[mipIndex], level, internalSizedFomat, mipSize, mipSize, 0, internalFormat, textureType, mipFaceData);
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}
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}
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- else {
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- // Data are known to be in +X +Y +Z -X -Y -Z
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- for (let index = 0; index < facesIndex.length; index++) {
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- let faceData = rgbeDataArrays[index];
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- gl.texImage2D(facesIndex[index], 0, internalSizedFomat, width, height, 0, internalFormat, textureType, faceData);
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+ }
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+ else {
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+ // Data are known to be in +X +Y +Z -X -Y -Z
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+ for (let index = 0; index < facesIndex.length; index++) {
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+ let faceData = rgbeDataArrays[index];
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+ if (needConversion) {
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+ faceData = this._convertRGBtoRGBATextureData(faceData, width, height, type);
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}
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+
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+ gl.texImage2D(facesIndex[index], 0, internalSizedFomat, width, height, 0, internalFormat, textureType, faceData);
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}
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if (!noMipmap && isPot) {
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@@ -2876,6 +2857,35 @@
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return texture;
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};
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+ private _convertRGBtoRGBATextureData(rgbData: ArrayBufferView, width: number, height: number, textureType: number): ArrayBufferView {
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+ // Create new RGBA data container.
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+ var rgbaData: ArrayBufferView;
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+ if (textureType === Engine.TEXTURETYPE_FLOAT) {
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+ rgbaData = new Float32Array(width * height * 4);
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+ }
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+ else {
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+ rgbaData = new Uint32Array(width * height * 4);
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+ }
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+
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+ // Convert each pixel.
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+ for (let x = 0; x < width; x++) {
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+ for (let y = 0; y < height; y++) {
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+ let index = (y * width + x) * 3;
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+ let newIndex = (y * width + x) * 4;
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+
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+ // Map Old Value to new value.
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+ rgbaData[newIndex + 0] = rgbData[index + 0];
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+ rgbaData[newIndex + 1] = rgbData[index + 1];
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+ rgbaData[newIndex + 2] = rgbData[index + 2];
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+
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+ // Add fully opaque alpha channel.
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+ rgbaData[newIndex + 3] = 1;
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+ }
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+ }
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+
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+ return rgbaData;
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+ }
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+
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public _releaseTexture(texture: WebGLTexture): void {
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var gl = this._gl;
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