- Fixed: The fullscreen console crashed when opened before starting a game.

SVN r642 (trunk)
This commit is contained in:
Randy Heit 2007-12-26 05:20:30 +00:00
parent 813b59edee
commit 682e0dbe95
4 changed files with 5 additions and 6 deletions

View file

@ -1,4 +1,5 @@
December 25, 2007
- Fixed: The fullscreen console crashed when opened before starting a game.
- Discovered that Shader Model 1.4 clamps my constants, so I can't use
palettes smaller than 256 entries with the shader I wrote for it. Is there
a list of gotchas like this listed some where? I'd really like to see it.

View file

@ -2257,7 +2257,7 @@ void G_InitLevelLocals ()
BaseBlendA = 0.0f; // Remove underwater blend effect, if any
NormalLight.Maps = realcolormaps;
// [BB] Instead of just setting the color, we also have reset Desaturate and build the lights.
// [BB] Instead of just setting the color, we also have to reset Desaturate and build the lights.
NormalLight.ChangeColor (PalEntry (255, 255, 255), 0);
level.gravity = sv_gravity * 35/TICRATE;
@ -2690,7 +2690,7 @@ void G_SerializeLevel (FArchive &arc, bool hubLoad)
FRemapTable *trans;
if (arc.IsStoring ())
{
for (i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
for (unsigned int i = 0; i < translationtables[TRANSLATION_LevelScripted].Size(); ++i)
{
trans = translationtables[TRANSLATION_LevelScripted][i];
int j;

View file

@ -677,6 +677,7 @@ void R_InitColormaps ()
}
}
}
NormalLight.Maps = realcolormaps;
}
void R_DeinitColormaps ()

View file

@ -379,12 +379,9 @@ void InitPalette ()
}
}
// NormalLight.Maps will be set to realcolormaps no later than G_InitLevelLocals()
// (which occurs before it is ever needed)
// NormalLight.Maps = (BYTE *)Z_Malloc (NUMCOLORMAPS*256+255, PU_STATIC, 0);
// NormalLight.Maps = (BYTE *)(((ptrdiff_t)NormalLight.Maps + 255) & ~0xff);
NormalLight.Color = PalEntry (255, 255, 255);
NormalLight.Fade = 0;
// NormalLight.Maps is set by R_InitColormaps()
// build special maps (e.g. invulnerability)
int intensity;