int height, width;
guint8 *data;
_bscan_sweep(sweep, colormap, &data, &width, &height);
- glGenTextures(1, tex);
glBindTexture(GL_TEXTURE_2D, *tex);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
/* Draw the rays */
glBindTexture(GL_TEXTURE_2D, self->sweep_tex);
- g_message("Tex = %d", self->sweep_tex);
glBegin(GL_TRIANGLE_STRIP);
for (int ri = 0; ri <= sweep->h.nrays; ri++) {
Ray *ray = NULL;
{
g_debug("AWeatherLevel2: _set_sweep_cb");
AWeatherLevel2 *self = _self;
- if (self->sweep_tex)
- glDeleteTextures(1, &self->sweep_tex);
+ if (!self->sweep_tex)
+ glGenTextures(1, &self->sweep_tex);
_load_sweep_gl(self->sweep, self->sweep_colors, &self->sweep_tex);
gtk_widget_queue_draw(GTK_WIDGET(self->viewer));
g_object_unref(self);
}
static void aweather_level2_finalize(GObject *_self)
{
+ AWeatherLevel2 *self = AWEATHER_LEVEL2(_self);
g_debug("AWeatherLevel2: finalize - %p", _self);
+ RSL_free_radar(self->radar);
+ if (self->sweep_tex)
+ glDeleteTextures(1, &self->sweep_tex);
G_OBJECT_CLASS(aweather_level2_parent_class)->finalize(_self);
}
static void aweather_level2_class_init(AWeatherLevel2Class *klass)