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(Hopefully) fix crashes in MP if r_aspectRatio = -1, fix #70
While I couldn't reproduce the crash, according to the bugreport it happens if renderSystem->GetScreenWidth()/Height() returned 0 - and that is indeed the only plausible reason I can imagine for it. So I check for that case and handle it gracefully by defaulting to 4:3 FOV values.
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2 changed files with 16 additions and 2 deletions
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@ -2653,7 +2653,7 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// FIXME: somehow, this is happening occasionally
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assert( fov_y > 0 );
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if ( fov_y <= 0 ) {
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Error( "idGameLocal::CalcFov: bad result" );
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Error( "idGameLocal::CalcFov: bad result, fov_y == %f, base_fov == ", fov_y, base_fov );
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}
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switch( r_aspectRatio.GetInteger() ) {
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@ -2662,6 +2662,13 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// auto mode => use aspect ratio from resolution, assuming screen's pixels are squares
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ratio_x = renderSystem->GetScreenWidth();
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ratio_y = renderSystem->GetScreenHeight();
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if(ratio_x <= 0.0f || ratio_y <= 0.0f)
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{
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// for some reason (maybe this is a dedicated server?) GetScreenWidth()/Height()
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// returned 0. Assume default 4:3 to avoid assert()/Error() below.
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fov_x = base_fov;
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return;
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}
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break;
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case 0 :
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// 4:3
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@ -2387,7 +2387,7 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// FIXME: somehow, this is happening occasionally
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assert( fov_y > 0 );
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if ( fov_y <= 0 ) {
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Error( "idGameLocal::CalcFov: bad result" );
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Error( "idGameLocal::CalcFov: bad result, fov_y == %f, base_fov == ", fov_y, base_fov );
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}
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switch( r_aspectRatio.GetInteger() ) {
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@ -2396,6 +2396,13 @@ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const {
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// auto mode => use aspect ratio from resolution, assuming screen's pixels are squares
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ratio_x = renderSystem->GetScreenWidth();
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ratio_y = renderSystem->GetScreenHeight();
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if(ratio_x <= 0.0f || ratio_y <= 0.0f)
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{
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// for some reason (maybe this is a dedicated server?) GetScreenWidth()/Height()
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// returned 0. Assume default 4:3 to avoid assert()/Error() below.
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fov_x = base_fov;
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return;
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}
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break;
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case 0 :
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// 4:3
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