Fixed width vs. picth issue in OpenGL vLine code; they're not always the

same.


git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1374 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2007-09-13 15:35:56 +00:00
parent ae97084908
commit bf5dd053b2
1 changed files with 2 additions and 6 deletions

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGL.cxx,v 1.91 2007-09-10 15:46:58 stephena Exp $
// $Id: FrameBufferGL.cxx,v 1.92 2007-09-13 15:35:56 stephena Exp $
//============================================================================
#ifdef DISPLAY_OPENGL
@ -33,10 +33,6 @@
#include "FrameBufferGL.hxx"
#ifndef GL_TEXTURE_RECTANGLE_ARB
#define GL_TEXTURE_RECTANGLE_ARB 0x84F5
#endif
// Maybe this code could be cleaner ...
static void (APIENTRY* p_glClear)( GLbitfield );
static void (APIENTRY* p_glEnable)( GLenum );
@ -500,7 +496,7 @@ void FrameBufferGL::vLine(uInt32 x, uInt32 y, uInt32 y2, int color)
while(y++ <= y2)
{
*buffer = (uInt16) myDefPalette[color];
buffer += myTexture->w;
buffer += myBuffer.pitch;
}
}