Searched refs:levels_needed (Results 1 – 3 of 3) sorted by relevance
396 const size_t levels_needed = TextureManager::ComputeMipMapCount( in UpdateTexture() local398 DCHECK(level_infos_.size() <= levels_needed); in UpdateTexture()399 texture->level_infos_[0].resize(levels_needed); in UpdateTexture()
391 int levels_needed = TextureManager::ComputeMipMapCount( in UpdateCleared() local395 for (GLint jj = 0; jj < levels_needed; ++jj) { in UpdateCleared()668 int levels_needed = TextureManager::ComputeMipMapCount( in Update() local671 max_level_set_ >= (levels_needed - 1) && max_level_set_ >= 0; in Update()706 for (GLint jj = 1; jj < levels_needed; ++jj) { in Update()733 int levels_needed = TextureManager::ComputeMipMapCount( in ClearRenderableLevels() local737 for (GLint jj = 0; jj < levels_needed; ++jj) { in ClearRenderableLevels()
201 const GLsizei levels_needed = TextureManager::ComputeMipMapCount( in DefineTexture() local203 SetTarget(texture, GL_TEXTURE_2D, levels_needed); in DefineTexture()