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authordhewg2011-03-02 23:00:48 +0100
committerdhewg2011-03-02 23:18:36 +0100
commit2d4a64d18493b142b1899a822202015339733cfa (patch)
treefb954f21d4a2023d04425b9e5b9f8ebf688d9d72 /backends/platform/android/gfx.cpp
parentc2d4cce429baa56b5a0962a854ece6163270995f (diff)
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ANDROID: Properly release texture resources
When calling glDeleteTextures() we need a valid surface.
Diffstat (limited to 'backends/platform/android/gfx.cpp')
-rw-r--r--backends/platform/android/gfx.cpp15
1 files changed, 0 insertions, 15 deletions
diff --git a/backends/platform/android/gfx.cpp b/backends/platform/android/gfx.cpp
index 15e517a07f..e2cc854a1d 100644
--- a/backends/platform/android/gfx.cpp
+++ b/backends/platform/android/gfx.cpp
@@ -94,21 +94,6 @@ void OSystem_Android::setupSurface() {
GLCALL(glEnable(GL_TEXTURE_2D));
- if (!_game_texture)
- _game_texture = new GLESPaletteTexture();
- else
- _game_texture->reinitGL();
-
- if (!_overlay_texture)
- _overlay_texture = new GLES4444Texture();
- else
- _overlay_texture->reinitGL();
-
- if (!_mouse_texture)
- _mouse_texture = new GLESPaletteATexture();
- else
- _mouse_texture->reinitGL();
-
GLCALL(glViewport(0, 0, _egl_surface_width, _egl_surface_height));
GLCALL(glMatrixMode(GL_PROJECTION));