}
-
-
-
-
-
-
-
-
-
void VFrame::to_texture()
{
#ifdef HAVE_GL
void VFrame::create_pbuffer()
{
+#ifdef GLx4
int ww = (get_w()+3) & ~3, hh = (get_h()+3) & ~3;
+#else
+ int ww = get_w(), hh = get_h();
+#endif
if( pbuffer && (pbuffer->w != ww || pbuffer->h != hh ||
pbuffer->window_id != BC_WindowBase::get_synchronous()->current_window->get_id() ) ) {
delete pbuffer;
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, zero);
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, zero);
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, 0);
+#ifndef GLx4
+ glPixelStorei(GL_PACK_ALIGNMENT,1);
+ glPixelStorei(GL_UNPACK_ALIGNMENT,1);
+#endif
#endif
}