Use row stride instead of width when getting colour index texels.

Untested, noticed while working on the depth/stencil fix.
This commit is contained in:
Michel Dänzer 2011-03-30 10:48:37 +02:00
parent b082e04619
commit 72e82418ef
1 changed files with 3 additions and 2 deletions

View File

@ -74,6 +74,7 @@ get_tex_color_index(struct gl_context *ctx, GLuint dimensions,
const GLint width = texImage->Width;
const GLint height = texImage->Height;
const GLint depth = texImage->Depth;
const GLint rowstride = texImage->RowStride;
const GLuint indexBits =
_mesa_get_format_bits(texImage->TexFormat, GL_TEXTURE_INDEX_SIZE_EXT);
const GLbitfield transferOps = 0x0;
@ -89,14 +90,14 @@ get_tex_color_index(struct gl_context *ctx, GLuint dimensions,
if (indexBits == 8) {
const GLubyte *src = (const GLubyte *) texImage->Data;
src += width * (img * texImage->Height + row);
src += rowstride * (img * height + row);
for (col = 0; col < width; col++) {
indexRow[col] = src[col];
}
}
else if (indexBits == 16) {
const GLushort *src = (const GLushort *) texImage->Data;
src += width * (img * texImage->Height + row);
src += rowstride * (img * height + row);
for (col = 0; col < width; col++) {
indexRow[col] = src[col];
}