glBindTexture(GL_TEXTURE_2D, handle);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, convert->pitch/convert->format->BytesPerPixel);
+ if(SDL_MUSTLOCK(convert))
+ {
+ SDL_LockSurface(convert);
+ }
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_width,
texture_height, 0, sdl_format,
GL_UNSIGNED_BYTE, convert->pixels);
+ if(SDL_MUSTLOCK(convert))
+ {
+ SDL_UnlockSurface(convert);
+ }
assert_gl("creating texture");