Doug Sherk 9bc05f882a Bug 682172: fixed tex2DImage WebGL function, which was rejecting 0-size textures and doing an incorrect validation - r=bjacob
There was actually some surrounding logic breaking 0-size textures. It was because there was code that basically checked "did uint=negative_num*other_vars overflow". For incorrect validation, two copies of the same variable (one stored internally and one passed in) were available to the function, but the one stored internally was being validated, while the version passed in wasn't. The fix for this was simply checking the passed var instead.
2011-09-01 15:28:34 -04:00
..