rework histogram_bezier, init wm icon set_icon(gg), update de.po+msg/txt
[goodguy/history.git] / cinelerra-5.1 / guicast / bctexture.C
index b527b4e137327ab853a7528958907338d30b56d2..7cebeefc2f3d9b2b3dadf5c1034c2320702e41ad 100644 (file)
@@ -33,7 +33,6 @@ BC_Texture::BC_Texture(int w, int h, int colormodel)
        this->h = h;
        this->colormodel = colormodel;
        texture_id = -1;
-       texture_id = -1;
        texture_w = 0;
        texture_h = 0;
        texture_components = 0;
@@ -217,8 +216,8 @@ void BC_Texture::bind(int texture_unit)
 
 // GL_REPEAT in this case causes the upper left corners of the masks
 // to blur.
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
-                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+                       glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 
 // Get the texture to alpha blend
                        glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
@@ -247,11 +246,14 @@ void BC_Texture::write_tex(const char *fn)
 #ifdef HAVE_GL
        int prev_id = -1;
        glGetIntegerv(GL_ACTIVE_TEXTURE, &prev_id);
-       glActiveTexture(this->texture_id);
+       glActiveTexture(GL_TEXTURE31);
+       glBindTexture(GL_TEXTURE_2D, texture_id);
+       glEnable(GL_TEXTURE_2D);
        int w = get_texture_w(), h = get_texture_h();
-       uint8_t img[w*h*3];
+       uint8_t *img = new uint8_t[w*h*3];
        glGetTexImage(GL_TEXTURE_2D, 0, GL_RGB, GL_UNSIGNED_BYTE, img);
        write_ppm(img, w, h, "%s", fn);
+       delete img;
        glActiveTexture(prev_id);
 #endif
 }