glDesc->glFormat,
glDesc->glType,
This->resource.allocatedMemory);
+
+ ENTER_GL();
GL_EXTCALL(glTexImage3DEXT(GL_TEXTURE_3D,
gl_level,
glDesc->glInternal,
glDesc->glType,
This->resource.allocatedMemory));
checkGLcall("glTexImage3D");
+ LEAVE_GL();
/* When adding code releasing This->resource.allocatedMemory to save data keep in mind that
* GL_UNPACK_CLIENT_STORAGE_APPLE is enabled by default if supported(GL_APPLE_client_storage).