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- fix nullptr crash in player.camera reference when player.camera is nullptr
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2 changed files with 4 additions and 2 deletions
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@ -256,7 +256,8 @@ sector_t *FGLRenderer::RenderView(player_t* player)
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NoInterpolateView = false;
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NoInterpolateView = false;
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
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if (player->camera)
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gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
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// prepare all camera textures that have been used in the last frame.
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// prepare all camera textures that have been used in the last frame.
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// This must be done for all levels, not just the primary one!
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// This must be done for all levels, not just the primary one!
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for (auto Level : AllLevels())
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for (auto Level : AllLevels())
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@ -404,7 +404,8 @@ sector_t *VulkanFrameBuffer::RenderView(player_t *player)
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NoInterpolateView = false;
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NoInterpolateView = false;
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
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GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
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if (player->camera)
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GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
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// prepare all camera textures that have been used in the last frame.
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// prepare all camera textures that have been used in the last frame.
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// This must be done for all levels, not just the primary one!
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// This must be done for all levels, not just the primary one!
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for (auto Level : AllLevels())
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for (auto Level : AllLevels())
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