glBindTexture(GL_TEXTURE_2D, handle);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+#ifdef GL_UNPACK_ROW_LENGTH
glPixelStorei(GL_UNPACK_ROW_LENGTH, convert->pitch/convert->format->BytesPerPixel);
+#else
+ /* OpenGL ES doesn't support UNPACK_ROW_LENGTH, let's hope SDL didn't add
+ * padding bytes, otherwise we need some extra code here... */
+ assert(convert->pitch == texture_width * convert->format->BytesPerPixel);
+#endif
+
if(SDL_MUSTLOCK(convert))
{
SDL_LockSurface(convert);
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+#ifdef GL_CLAMP
+ /* OpenGL ES doesn't support it */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
+#endif
assert_gl("set texture params");
}