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author | Alejandro Marzini | 2010-07-30 02:58:35 +0000 |
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committer | Alejandro Marzini | 2010-07-30 02:58:35 +0000 |
commit | 37f7748a4abe9bf915871345797826641899ba49 (patch) | |
tree | 16dfea77830e1581674f74ec41b89f4dd3396e72 /backends/graphics/opengl | |
parent | ffb5868ac5d998bd6537a5c018dd00358cff2c26 (diff) | |
download | scummvm-rg350-37f7748a4abe9bf915871345797826641899ba49.tar.gz scummvm-rg350-37f7748a4abe9bf915871345797826641899ba49.tar.bz2 scummvm-rg350-37f7748a4abe9bf915871345797826641899ba49.zip |
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.
svn-id: r51491
Diffstat (limited to 'backends/graphics/opengl')
-rw-r--r-- | backends/graphics/opengl/gltexture.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/backends/graphics/opengl/gltexture.cpp b/backends/graphics/opengl/gltexture.cpp index 708788eeae..d7a1b0a236 100644 --- a/backends/graphics/opengl/gltexture.cpp +++ b/backends/graphics/opengl/gltexture.cpp @@ -142,10 +142,10 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu 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 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu ++y; src += pitch; } while (--h); - } + //} } void GLTexture::drawTexture(GLshort x, GLshort y, GLshort w, GLshort h) { |