diff --git a/code/renderer/tr_shader.c b/code/renderer/tr_shader.c index 79b8aa01..1a68e820 100644 --- a/code/renderer/tr_shader.c +++ b/code/renderer/tr_shader.c @@ -2866,7 +2866,6 @@ void R_ShaderList_f (void) { ri.Printf (PRINT_ALL, "------------------\n"); } - /* ==================== ScanAndLoadShaderFiles @@ -2883,7 +2882,7 @@ static void ScanAndLoadShaderFiles( void ) char *p; int numShaderFiles; int i; - char *oldp, *token, *hashMem; + char *oldp, *token, *hashMem, *textEnd; int shaderTextHashTableSizes[MAX_SHADERTEXT_HASH], hash, size; long sum = 0, summand; @@ -2944,20 +2943,22 @@ static void ScanAndLoadShaderFiles( void ) // build single large buffer s_shaderText = ri.Hunk_Alloc( sum + numShaderFiles*2, h_low ); s_shaderText[ 0 ] = '\0'; - + textEnd = s_shaderText; + // free in reverse order, so the temp files are all dumped for ( i = numShaderFiles - 1; i >= 0 ; i-- ) { - if(buffers[i]) - { - p = &s_shaderText[strlen(s_shaderText)]; - strcat( s_shaderText, buffers[i] ); - ri.FS_FreeFile( buffers[i] ); - COM_Compress(p); - strcat( s_shaderText, "\n" ); - } + if ( !buffers[i] ) + continue; + + strcat( textEnd, buffers[i] ); + strcat( textEnd, "\n" ); + textEnd += strlen( textEnd ); + ri.FS_FreeFile( buffers[i] ); } + COM_Compress( s_shaderText ); + // free up memory ri.FS_FreeFileList( shaderFiles );