Thanks Jim,
I think your right.
I changed the code so that it is now:
gluScaleImage(imageType, [imageRep pixelsWide], [imageRep pixelsHigh],
GL_UNSIGNED_BYTE,[imageRep bitmapData], 256, 256, GL_UNSIGNED_BYTE,
[bmpResizedImage bitmapData]);
This seems to be on the right track, but it does not solve the problem
entirely. It still crashes out the program, but before it does, all of the
objects go black, and then it will crash.
I also added:
[bmpResizedImage setPixelsHigh:256];
[bmpResizedImage setPixelsWide:256];
since I was thinking that alloc might not be allocating the right amount of
space and causing the program to crash. But I'm really not sure.
Any more ideas?
Thanks
Danielle
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