rendered paste body if (pn_rc->actuator)
{
GLuint texture_id;
// set the viewport to a texture size
glViewport(0, 0, 128, 128);
// run actuators
exec_actuator (pn_rc->actuator);
// copy prerendered frame to texture
glGenTextures(1, &texture_id);
glBindTexture(GL_TEXTURE_2D, texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, 4, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 128, 128, 0);
// reset the viewport to window size and render the pre-rendered image
// 100% prerendered! yeah!!!
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glViewport(0, 0, pn_image_data->width, pn_image_data->height);
glBegin(GL_QUADS);
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glTexCoord2f(-1, -1);
glVertex2i(-1, -1);
glTexCoord2f(-1, 1);
glVertex2i(-1, 1);
glTexCoord2f(1, 1);
glVertex2i(1, 1);
glTexCoord2f(1, -1);
glVertex2i(1, -1);
glEnd();
glBindTexture(GL_TEXTURE_2D, 0);
SDL_GL_SwapBuffers();
glDeleteTextures(1, &texture_id);
}