It was always GL_FLOAT.
p = tmpImage;
for (row = 0; row < height; row++) {
_swrast_read_rgba_span( ctx, ctx->ReadBuffer->_ColorReadBuffer,
- width, srcx, sy + row, GL_FLOAT, p );
+ width, srcx, sy + row, p );
p += width * 4;
}
p = tmpImage;
else {
/* get from framebuffer */
_swrast_read_rgba_span( ctx, ctx->ReadBuffer->_ColorReadBuffer,
- width, srcx, sy, GL_FLOAT, rgba );
+ width, srcx, sy, rgba );
}
if (transferOps) {
/**
- * Read RGBA pixels from a renderbuffer. Clipping will be done to prevent
- * reading ouside the buffer's boundaries.
- * \param dstType datatype for returned colors
+ * Read float RGBA pixels from a renderbuffer. Clipping will be done to
+ * prevent reading ouside the buffer's boundaries.
* \param rgba the returned colors
*/
void
_swrast_read_rgba_span( struct gl_context *ctx, struct gl_renderbuffer *rb,
- GLuint n, GLint x, GLint y, GLenum dstType,
+ GLuint n, GLint x, GLint y,
GLvoid *rgba)
{
+ GLenum dstType = GL_FLOAT;
const GLint bufWidth = (GLint) rb->Width;
const GLint bufHeight = (GLint) rb->Height;
extern void
_swrast_read_rgba_span(struct gl_context *ctx, struct gl_renderbuffer *rb,
- GLuint n, GLint x, GLint y, GLenum type, GLvoid *rgba);
+ GLuint n, GLint x, GLint y, GLvoid *rgba);
extern void
_swrast_get_values(struct gl_context *ctx, struct gl_renderbuffer *rb,