typedef struct
{
- byte c[4];
+ qbyte c[4];
}
buf_bcolor_t;
// float to byte color conversion
int *icolor;
float *fcolor;
- byte *bcolor;
+ qbyte *bcolor;
if (!backendactive)
Sys_Error("R_Mesh_Render: called when backend is not active\n");
if (!currentmesh)
void SCR_ScreenShot(char *filename, int x, int y, int width, int height)
{
int i;
- byte *buffer;
+ qbyte *buffer;
buffer = Mem_Alloc(tempmempool, width*height*3);
glReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);