use memset instead of bzero

master
Eduardo Bart 13 years ago
parent e81e0f1c24
commit b3940b487d

@ -53,7 +53,7 @@ uint Texture::internalLoadGLTexture(const uchar *pixels, int channels, int width
uchar *out = NULL;
if(m_size != m_glSize) {
out = new uchar[glHeight*glWidth*channels];
bzero(out, glHeight*glWidth*channels);
memset(out, 0, glHeight*glWidth*channels);
if(pixels)
for(int y=0;y<height;++y)
for(int x=0;x<width;++x)

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