this->h = h;
this->colormodel = colormodel;
texture_id = -1;
- texture_id = -1;
texture_w = 0;
texture_h = 0;
texture_components = 0;
#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
}