- Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB

colorspace, it didn't zero out the temporary buffer.


SVN r1547 (trunk)
This commit is contained in:
Randy Heit 2009-04-16 02:02:56 +00:00
parent c2ff8c78dd
commit 659be956de
3 changed files with 15 additions and 10 deletions

View file

@ -1,4 +1,6 @@
April 15, 2009
- Fixed: When FMultiPatchTexture::MakeTexture() needed to work in RGB
colorspace, it didn't zero out the temporary buffer.
- Fixed memory leak from leftover code for 7z loading and added the
LUMPF_ZIPFILE flag to their contents so they have the same semantics
as zips.

View file

@ -339,8 +339,8 @@ static const CopyFunc copyfuncs[][9]={
//
//===========================================================================
bool ClipCopyPixelRect(int texwidth, int texheight, int &originx, int &originy,
const BYTE *&patch, int &srcwidth, int &srcheight,
int &pstep_x, int &pstep_y, int rotate)
const BYTE *&patch, int &srcwidth, int &srcheight,
int &pstep_x, int &pstep_y, int rotate)
{
int pixxoffset;
int pixyoffset;

View file

@ -488,8 +488,6 @@ void FMultiPatchTexture::MakeTexture ()
// Add a little extra space at the end if the texture's height is not
// a power of 2, in case somebody accidentally makes it repeat vertically.
int numpix = Width * Height + (1 << HeightBits) - Height;
BYTE blendwork[256];
static BYTE NullMap[256] = {0};
bool hasTranslucent = false;
Pixels = new BYTE[numpix];
@ -503,18 +501,20 @@ void FMultiPatchTexture::MakeTexture ()
// and merge these pixels in.
for (int i = 0; i < NumParts; ++i)
{
BYTE *trans = Parts[i].Translation? Parts[i].Translation->Remap : NULL;
BYTE *trans = Parts[i].Translation ? Parts[i].Translation->Remap : NULL;
if (Parts[i].op != OP_COPY)
{
trans = NullMap;
hasTranslucent = true;
}
else if (Parts[i].Blend != 0)
else
{
trans = GetBlendMap(Parts[i].Blend, blendwork);
if (Parts[i].Blend != 0)
{
trans = GetBlendMap(Parts[i].Blend, blendwork);
}
Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans);
}
Parts[i].Texture->CopyToBlock (Pixels, Width, Height,
Parts[i].OriginX, Parts[i].OriginY, Parts[i].Rotate, trans);
}
if (hasTranslucent)
@ -522,6 +522,9 @@ void FMultiPatchTexture::MakeTexture ()
// In case there are translucent patches let's do the composition in
// True color to keep as much precision as possible before downconverting to the palette.
BYTE *buffer = new BYTE[Width * Height * 4];
BYTE blendwork[256];
memset(buffer, 0, Width * Height * 4);
FillBuffer(buffer, Width * 4, Height, TEX_RGB);
for(int y = 0; y < Height; y++)
{