[Scummvm-cvs-logs] SF.net SVN: scummvm:[51491] scummvm/branches/gsoc2010-opengl/backends/ graphics/opengl/gltexture.cpp
vgvgf at users.sourceforge.net
vgvgf at users.sourceforge.net
Fri Jul 30 04:58:35 CEST 2010
Revision: 51491
http://scummvm.svn.sourceforge.net/scummvm/?rev=51491&view=rev
Author: vgvgf
Date: 2010-07-30 02:58:35 +0000 (Fri, 30 Jul 2010)
Log Message:
-----------
OPENGL: Fix crash on Broken Sword 2 when refreshing screen.
I must admit that I do not know why it does crash, but it seems that updating row by row is safer and does not makes problems.
Modified Paths:
--------------
scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/gltexture.cpp
Modified: scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/gltexture.cpp
===================================================================
--- scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/gltexture.cpp 2010-07-30 01:00:32 UTC (rev 51490)
+++ scummvm/branches/gsoc2010-opengl/backends/graphics/opengl/gltexture.cpp 2010-07-30 02:58:35 UTC (rev 51491)
@@ -142,10 +142,10 @@
glBindTexture(GL_TEXTURE_2D, _textureName); CHECK_GL_ERROR();
// Check if the buffer has its data contiguously
- if (static_cast<int>(w) * _bytesPerPixel == pitch) {
+ /*if (static_cast<int>(w) * _bytesPerPixel == pitch) {
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
_glFormat, _glType, buf); CHECK_GL_ERROR();
- } else {
+ } else {*/
// Update the texture row by row
const byte *src = static_cast<const byte *>(buf);
do {
@@ -154,7 +154,7 @@
++y;
src += pitch;
} while (--h);
- }
+ //}
}
void GLTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) {
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