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avoid overflowing buffer with GL_EXTENSIONS, from ioquake3
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1 changed files with 24 additions and 1 deletions
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@ -866,6 +866,27 @@ void GL_SetDefaultState( void )
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#endif
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}
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/*
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================
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R_PrintLongString
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Workaround for VID_Printf's 4096 characters buffer limit.
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================
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*/
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void R_PrintLongString(const char *string) {
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char buffer[4096];
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const char *p;
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int size = strlen(string);
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p = string;
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while(size > 0)
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{
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Q_strncpyz(buffer, p, sizeof (buffer) );
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Com_Printf( "%s", buffer );
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p += 4095;
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size -= 4095;
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}
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}
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/*
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================
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@ -898,7 +919,9 @@ void GfxInfo_f( void )
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Com_Printf ("\nGL_VENDOR: %s\n", glConfig.vendor_string );
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Com_Printf ("GL_RENDERER: %s\n", glConfig.renderer_string );
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Com_Printf ("GL_VERSION: %s\n", glConfig.version_string );
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Com_Printf ("GL_EXTENSIONS: %s\n", glConfig.extensions_string );
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Com_Printf ("GL_EXTENSIONS: " );
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R_PrintLongString( glConfig.extensions_string );
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Com_Printf ("\n");
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Com_Printf ("GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize );
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Com_Printf ("GL_MAX_ACTIVE_TEXTURES_ARB: %d\n", glConfig.maxActiveTextures );
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Com_Printf ("\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits );
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