GLRenderer::draw_surface(const DrawingRequest& request)
{
const Surface* surface = (const Surface*) request.request_data;
- boost::shared_ptr<GLTexture> gltexture = boost::dynamic_pointer_cast<GLTexture>(surface->get_texture());
- GLSurfaceData *surface_data = reinterpret_cast<GLSurfaceData *>(surface->get_surface_data());
+ GLTexture* gltexture = static_cast<GLTexture*>(surface->get_texture().get());
+ GLSurfaceData *surface_data = static_cast<GLSurfaceData*>(surface->get_surface_data());
glBindTexture(GL_TEXTURE_2D, gltexture->get_handle());
intern_draw(request.pos.x, request.pos.y,