From a5fbc1bfc4a0d572bc8c45ffdcc5bb3d1c521345 Mon Sep 17 00:00:00 2001 From: Zack Middleton Date: Sun, 12 Jul 2015 20:41:41 -0500 Subject: [PATCH] Fix alloc size for default skin and single shader skin Found by Coverity. --- code/renderergl1/tr_image.c | 4 ++-- code/renderergl2/tr_image.c | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/code/renderergl1/tr_image.c b/code/renderergl1/tr_image.c index 39f3e57f..7905842b 100644 --- a/code/renderergl1/tr_image.c +++ b/code/renderergl1/tr_image.c @@ -1555,7 +1555,7 @@ qhandle_t RE_RegisterSkin( const char *name ) { // If not a .skin file, load as a single shader if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) { skin->numSurfaces = 1; - skin->surfaces[0] = ri.Hunk_Alloc( sizeof(skin->surfaces[0]), h_low ); + skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low ); skin->surfaces[0]->shader = R_FindShader( name, LIGHTMAP_NONE, qtrue ); return hSkin; } @@ -1626,7 +1626,7 @@ void R_InitSkins( void ) { skin = tr.skins[0] = ri.Hunk_Alloc( sizeof( skin_t ), h_low ); Q_strncpyz( skin->name, "", sizeof( skin->name ) ); skin->numSurfaces = 1; - skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces ), h_low ); + skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low ); skin->surfaces[0]->shader = tr.defaultShader; } diff --git a/code/renderergl2/tr_image.c b/code/renderergl2/tr_image.c index 768cce3f..bb5759ee 100644 --- a/code/renderergl2/tr_image.c +++ b/code/renderergl2/tr_image.c @@ -3120,7 +3120,7 @@ qhandle_t RE_RegisterSkin( const char *name ) { // If not a .skin file, load as a single shader if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) { skin->numSurfaces = 1; - skin->surfaces[0] = ri.Hunk_Alloc( sizeof(skin->surfaces[0]), h_low ); + skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low ); skin->surfaces[0]->shader = R_FindShader( name, LIGHTMAP_NONE, qtrue ); return hSkin; } @@ -3191,7 +3191,7 @@ void R_InitSkins( void ) { skin = tr.skins[0] = ri.Hunk_Alloc( sizeof( skin_t ), h_low ); Q_strncpyz( skin->name, "", sizeof( skin->name ) ); skin->numSurfaces = 1; - skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces ), h_low ); + skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low ); skin->surfaces[0]->shader = tr.defaultShader; }