const GLint col = IFLOOR(texcoords[i][0] * width) & colMask;
const GLint row = IFLOOR(texcoords[i][1] * height) & rowMask;
const GLint pos = (row << shift) | col;
- const GLubyte *texel = ((GLubyte *) img->Data) + (pos << 2); /* pos*4 */
- rgba[i][RCOMP] = UBYTE_TO_FLOAT(texel[3]);
- rgba[i][GCOMP] = UBYTE_TO_FLOAT(texel[2]);
- rgba[i][BCOMP] = UBYTE_TO_FLOAT(texel[1]);
- rgba[i][ACOMP] = UBYTE_TO_FLOAT(texel[0]);
+ const GLuint texel = *((GLuint *) img->Data + pos);
+ rgba[i][RCOMP] = UBYTE_TO_FLOAT( (texel >> 24) );
+ rgba[i][GCOMP] = UBYTE_TO_FLOAT( (texel >> 16) & 0xff );
+ rgba[i][BCOMP] = UBYTE_TO_FLOAT( (texel >> 8) & 0xff );
+ rgba[i][ACOMP] = UBYTE_TO_FLOAT( (texel ) & 0xff );
}
}