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authorJohannes Schickel2012-02-15 00:42:47 +0100
committerJohannes Schickel2012-02-15 02:22:54 +0100
commitbeab93e746cb0600c922a68d3ba6409f530a7b38 (patch)
treea4ce77aeeb319171dfb2421237b561d33814cf28 /backends
parent864eec8cd264a94a61dc2d700e2bed62b0b457d4 (diff)
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OPENGL: Slight formatting fixes.
Diffstat (limited to 'backends')
-rw-r--r--backends/graphics/opengl/gltexture.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/backends/graphics/opengl/gltexture.cpp b/backends/graphics/opengl/gltexture.cpp
index b7f5c90105..c4d29259b6 100644
--- a/backends/graphics/opengl/gltexture.cpp
+++ b/backends/graphics/opengl/gltexture.cpp
@@ -11,7 +11,7 @@
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
@@ -60,8 +60,8 @@ void GLTexture::initGLExtensions() {
return;
// Get a string with all extensions
- const char* ext_string =
- reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS));
+ const char *ext_string =
+ reinterpret_cast<const char *>(glGetString(GL_EXTENSIONS));
CHECK_GL_ERROR();
Common::StringTokenizer tokenizer(ext_string, " ");
// Iterate all string tokens
@@ -132,7 +132,7 @@ void GLTexture::allocBuffer(GLuint w, GLuint h) {
// Allocate room for the texture
glTexImage2D(GL_TEXTURE_2D, 0, _internalFormat,
- _textureWidth, _textureHeight, 0, _glFormat, _glType, NULL); CHECK_GL_ERROR();
+ _textureWidth, _textureHeight, 0, _glFormat, _glType, NULL); CHECK_GL_ERROR();
_refresh = false;
}
@@ -148,13 +148,13 @@ void GLTexture::updateBuffer(const void *buf, int pitch, GLuint x, GLuint y, GLu
// Check if the buffer has its data contiguously
if (static_cast<int>(w) * _bytesPerPixel == pitch) {
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h,
- _glFormat, _glType, buf); CHECK_GL_ERROR();
+ _glFormat, _glType, buf); CHECK_GL_ERROR();
} else {
// Update the texture row by row
const byte *src = static_cast<const byte *>(buf);
do {
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y,
- w, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
+ w, 1, _glFormat, _glType, src); CHECK_GL_ERROR();
++y;
src += pitch;
} while (--h);