Missed one instance of textureDictionary stopping Windows compilation

git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@740 127b21dd-08f5-0310-b4b7-95ae10353056
This commit is contained in:
dajt 2006-08-23 10:13:11 +00:00
parent 91320d4db4
commit 2f7bef048f

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@ -540,7 +540,7 @@ GLuint max_texture_dimension = 512; // conservative start
// Free up the texture image data from video memory. I assume this is a reasonable thing // Free up the texture image data from video memory. I assume this is a reasonable thing
// to do for any platform, but just in case... stick it in a WIN32 only condition. // to do for any platform, but just in case... stick it in a WIN32 only condition.
NSArray *keys = [textureDictionary allKeys]; NSArray *keys = [textureUniversalDictionary allKeys];
for (i = 0; i < [keys count]; i++) for (i = 0; i < [keys count]; i++)
{ {
GLuint texName = (GLuint)[(NSNumber *)[[textureUniversalDictionary objectForKey:[keys objectAtIndex:i]] objectForKey:@"texName"] intValue]; GLuint texName = (GLuint)[(NSNumber *)[[textureUniversalDictionary objectForKey:[keys objectAtIndex:i]] objectForKey:@"texName"] intValue];