dynamically allocate memory when generating noise texture

This commit is contained in:
ktyl 2021-10-29 13:30:45 +01:00
parent 7f84ffd551
commit 2c57248d82
1 changed files with 3 additions and 1 deletions

View File

@ -214,7 +214,7 @@ GLuint createNoiseTexture(int width, int height)
int length = width*height*channels; int length = width*height*channels;
printf("generating %d random floats\n", length); printf("generating %d random floats\n", length);
float data[width*height*channels]; float* data = (float*)malloc(length*sizeof(float));
for (int i = 0; i < length; i++) for (int i = 0; i < length; i++)
{ {
@ -225,6 +225,8 @@ GLuint createNoiseTexture(int width, int height)
glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F); glBindImageTexture(0, texture, 0, GL_FALSE, 0, GL_READ_ONLY, GL_RGBA32F);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
free(data);
return texture; return texture;
} }