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- Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB
colorspace, it didn't zero out the temporary buffer. SVN r1547 (trunk)
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parent
c2ff8c78dd
commit
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3 changed files with 15 additions and 10 deletions
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@ -1,4 +1,6 @@
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April 15, 2009
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- Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB
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colorspace, it didn't zero out the temporary buffer.
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- Fixed memory leak from leftover code for 7z loading and added the
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LUMPF_ZIPFILE flag to their contents so they have the same semantics
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as zips.
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@ -339,8 +339,8 @@ static const CopyFunc copyfuncs[][9]={
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//
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//===========================================================================
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bool ClipCopyPixelRect(int texwidth, int texheight, int &originx, int &originy,
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const BYTE *&patch, int &srcwidth, int &srcheight,
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int &pstep_x, int &pstep_y, int rotate)
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const BYTE *&patch, int &srcwidth, int &srcheight,
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int &pstep_x, int &pstep_y, int rotate)
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{
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int pixxoffset;
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int pixyoffset;
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@ -488,8 +488,6 @@ void FMultiPatchTexture::MakeTexture ()
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// Add a little extra space at the end if the texture's height is not
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// a power of 2, in case somebody accidentally makes it repeat vertically.
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int numpix = Width * Height + (1 << HeightBits) - Height;
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BYTE blendwork[256];
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static BYTE NullMap[256] = {0};
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bool hasTranslucent = false;
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Pixels = new BYTE[numpix];
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@ -503,18 +501,20 @@ void FMultiPatchTexture::MakeTexture ()
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// and merge these pixels in.
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for (int i = 0; i < NumParts; ++i)
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{
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BYTE *trans = Parts[i].Translation? Parts[i].Translation->Remap : NULL;
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BYTE *trans = Parts[i].Translation ? Parts[i].Translation->Remap : NULL;
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if (Parts[i].op != OP_COPY)
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{
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trans = NullMap;
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hasTranslucent = true;
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}
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else if (Parts[i].Blend != 0)
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else
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{
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trans = GetBlendMap(Parts[i].Blend, blendwork);
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if (Parts[i].Blend != 0)
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{
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trans = GetBlendMap(Parts[i].Blend, blendwork);
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}
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Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
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Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans);
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}
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Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
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Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans);
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}
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if (hasTranslucent)
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@ -522,6 +522,9 @@ void FMultiPatchTexture::MakeTexture ()
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// In case there are translucent patches let's do the composition in
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// True color to keep as much precision as possible before downconverting to the palette.
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BYTE *buffer = new BYTE[Width * Height * 4];
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BYTE blendwork[256];
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memset(buffer, 0, Width * Height * 4);
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FillBuffer(buffer, Width * 4, Height, TEX_RGB);
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for(int y = 0; y < Height; y++)
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{
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