SDL_FreeSurface(convert);
throw;
}
-
+
SDL_FreeSurface(convert);
return result;
}
size_t pixelssize = saved_texture.width * saved_texture.height * 4;
saved_texture.pixels = new char[pixelssize];
-
+
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
saved_texture.pixels);
glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
+
for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
i != saved_textures.end(); ++i) {
SavedTexture& saved_texture = *i;
-
+
GLuint handle;
glGenTextures(1, &handle);
assert_gl("creating texture handle");
saved_textures.clear();
}
-