Fix the Memory Leak

The Kart Minimap heads I believe should use GTC_CACHE as they're shown in level, only(?) Not using it causes the memory to keep creeping up as more colourmaps are loaded but not freed, while OpenGL by extention endlessly keeps making new textures for the "new" colourmaps.
This commit is contained in:
Sryder 2018-11-18 14:43:31 +00:00
parent 24a551238d
commit 4ee48194c4

View file

@ -4155,7 +4155,7 @@ void K_KartPlayerThink(player_t *player, ticcmd_t *cmd)
if (player->kartstuff[k_yougotem])
player->kartstuff[k_yougotem]--;
if (G_BattleGametype() && (player->exiting || player->kartstuff[k_comebacktimer]))
{
if (player->exiting)
@ -4519,7 +4519,7 @@ static void K_KartDrift(player_t *player, boolean onground)
|| (player->kartstuff[k_driftcharge] < dstwo && player->kartstuff[k_driftcharge]+driftadditive >= dstwo)
|| (player->kartstuff[k_driftcharge] < dsthree && player->kartstuff[k_driftcharge]+driftadditive >= dsthree)))
{
//S_StartSound(player->mo, sfx_s3ka2);
//S_StartSound(player->mo, sfx_s3ka2);
S_StartSoundAtVolume(player->mo, sfx_s3ka2, 192); // Ugh...
}
@ -6553,11 +6553,11 @@ static boolean K_drawKartPositionFaces(void)
if (numplayersingame <= 1)
return true;
#ifdef HAVE_BLUA
if (!LUA_HudEnabled(hud_minirankings))
return false; // Don't proceed but still return true for free play above if HUD is disabled.
#endif
#endif
for (j = 0; j < numplayersingame; j++)
{
@ -7053,9 +7053,9 @@ static void K_drawKartMinimapHead(mobj_t *mo, INT32 x, INT32 y, INT32 flags, pat
{
UINT8 *colormap;
if (mo->colorized)
colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, 0);
colormap = R_GetTranslationColormap(TC_RAINBOW, mo->color, GTC_CACHE);
else
colormap = R_GetTranslationColormap(skin, mo->color, 0);
colormap = R_GetTranslationColormap(skin, mo->color, GTC_CACHE);
V_DrawFixedPatch(amxpos, amypos, FRACUNIT, flags, facemmapprefix[skin], colormap);
}
}