Give NULL to glTexImage2D() instead of zeroing memory ourselves.
authorSteinar H. Gunderson <sgunderson@bigfoot.com>
Wed, 3 Oct 2012 16:55:08 +0000 (18:55 +0200)
committerSteinar H. Gunderson <sgunderson@bigfoot.com>
Wed, 3 Oct 2012 16:55:08 +0000 (18:55 +0200)
effect_chain.cpp

index 6f53008..270eae6 100644 (file)
@@ -220,8 +220,6 @@ void EffectChain::finalize()
                unsigned num_textures = std::max<int>(phases.size() - 1, 2);
                glGenTextures(num_textures, temp_textures);
 
-               unsigned char *empty = new unsigned char[width * height * 4];
-               memset(empty, 0, width * height * 4);
                for (unsigned i = 0; i < num_textures; ++i) {
                        glBindTexture(GL_TEXTURE_2D, temp_textures[i]);
                        check_error();
@@ -229,10 +227,9 @@ void EffectChain::finalize()
                        check_error();
                        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
                        check_error();
-                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, empty);
+                       glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA16F_ARB, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
                        check_error();
                }
-               delete[] empty;
        }
        
        // Translate the input format to OpenGL's enums.