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