Bugfix #4436
RenderWindow redraws (after rendering) was still using GL_FLOAT. Replaced it with the faster glaDrawPixelsSafe_to32() call. Stupid ATIs! :)
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@@ -373,7 +373,7 @@ static void renderwin_draw(RenderWin *rw, int just_clear)
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if(rres.rect32)
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glaDrawPixelsSafe(fullrect[0][0], fullrect[0][1], rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rres.rect32);
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else if(rres.rectf)
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glaDrawPixelsSafe(fullrect[0][0], fullrect[0][1], rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_FLOAT, rres.rectf);
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glaDrawPixelsSafe_to32(fullrect[0][0], fullrect[0][1], rres.rectx, rres.recty, rres.rectx, rres.rectf);
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}
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glPixelZoom(1.0, 1.0);
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}
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