The previous checkin fixes the crash, so at least we're not overrunning
the texture pixel data anymore... --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403301
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parent
2eb5631950
commit
700f822150
1 changed files with 2 additions and 2 deletions
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@ -746,7 +746,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_CLAMP_TO_EDGE);
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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GL_CLAMP_TO_EDGE);
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#if 0 //def __MACOSX__
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#ifdef __MACOSX__
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#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
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#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
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#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
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#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
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#endif
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#endif
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@ -781,7 +781,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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#endif
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#endif
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#endif
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#endif
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{
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{
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printf("teximage2d(%d,%d,%d,%d)\n", (int) texture_w, (int) texture_h);
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printf("teximage2d(%d,%d)\n", (int) texture_w, (int) texture_h);
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
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texture_h, 0, format, type, NULL);
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texture_h, 0, format, type, NULL);
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}
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}
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