RenderWindow redraws (after rendering) was still using GL_FLOAT. Replaced
it with the faster glaDrawPixelsSafe_to32() call. Stupid ATIs! :)
This commit is contained in:
Ton Roosendaal
2006-06-24 10:55:11 +00:00
parent 5d3ddc842c
commit a9a2c19c1f

View File

@@ -373,7 +373,7 @@ static void renderwin_draw(RenderWin *rw, int just_clear)
if(rres.rect32)
glaDrawPixelsSafe(fullrect[0][0], fullrect[0][1], rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_UNSIGNED_BYTE, rres.rect32);
else if(rres.rectf)
glaDrawPixelsSafe(fullrect[0][0], fullrect[0][1], rres.rectx, rres.recty, rres.rectx, GL_RGBA, GL_FLOAT, rres.rectf);
glaDrawPixelsSafe_to32(fullrect[0][0], fullrect[0][1], rres.rectx, rres.recty, rres.rectx, rres.rectf);
}
glPixelZoom(1.0, 1.0);
}