From e74137dc6716d5aa58130de58dffc2fc1a130362 Mon Sep 17 00:00:00 2001 From: whitequark Date: Sat, 23 Nov 2019 15:56:57 +0000 Subject: [PATCH] Fix misuse of glTexImage2D (again). This was originally changed in 74aa80b6, but the fix broke stipping because it incorrectly changed the logic. Revert that, and just make the textures smaller instead. --- src/render/gl3shader.cpp | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/src/render/gl3shader.cpp b/src/render/gl3shader.cpp index 888779d..a309046 100644 --- a/src/render/gl3shader.cpp +++ b/src/render/gl3shader.cpp @@ -388,9 +388,10 @@ GLuint Generate(const std::vector &pattern) { GLint size; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size); - RgbaColor *textureData = new RgbaColor[size]; + size /= 2; - int mipCount = (int)log2(size); + RgbaColor *textureData = new RgbaColor[size]; + int mipCount = (int)log2(size) + 1; for(int mip = 0; mip < mipCount; mip++) { int dashI = 0; double dashT = 0.0; @@ -423,8 +424,8 @@ GLuint Generate(const std::vector &pattern) { textureData); size /= 2; } - delete []textureData; + return texture; }