Use static casts in GL::Renderer
authormathnerd314 <mathnerd314@837edb03-e0f3-0310-88ca-d4d4e8b29345>
Thu, 4 Mar 2010 02:41:22 +0000 (02:41 +0000)
committermathnerd314 <mathnerd314@837edb03-e0f3-0310-88ca-d4d4e8b29345>
Thu, 4 Mar 2010 02:41:22 +0000 (02:41 +0000)
git-svn-id: http://supertux.lethargik.org/svn/supertux/trunk/supertux@6538 837edb03-e0f3-0310-88ca-d4d4e8b29345

src/video/gl/gl_renderer.cpp

index 41e9131..2642788 100644 (file)
@@ -113,8 +113,8 @@ void
 GLRenderer::draw_surface(const DrawingRequest& request)
 {
   const Surface* surface = (const Surface*) request.request_data;
-  boost::shared_ptr<GLTexture> gltexture = boost::dynamic_pointer_cast<GLTexture>(surface->get_texture());
-  GLSurfaceData *surface_data = reinterpret_cast<GLSurfaceData *>(surface->get_surface_data());
+  GLTexture* gltexture = static_cast<GLTexture*>(surface->get_texture().get());
+  GLSurfaceData *surface_data = static_cast<GLSurfaceData*>(surface->get_surface_data());
 
   glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
   intern_draw(request.pos.x, request.pos.y,