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- fixed calculation of glow color
Width and pitch were mixed up for RGB format texture, pixel data were read outside of designated buffer https://forum.zdoom.org/viewtopic.php?t=60538
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1 changed files with 2 additions and 2 deletions
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@ -1136,10 +1136,10 @@ void FTexture::GetGlowColor(float *data)
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if (bGlowing && GlowColor == 0)
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if (bGlowing && GlowColor == 0)
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{
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{
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int w = Width, h = Height;
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int w = Width, h = Height;
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auto buffer = new uint8_t[w * h];
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auto buffer = new uint8_t[w * h * 4];
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if (buffer)
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if (buffer)
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{
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{
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FillBuffer(buffer, w, h, TEX_RGB);
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FillBuffer(buffer, w * 4, h, TEX_RGB);
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GlowColor = averageColor((uint32_t *)buffer, w*h, 153);
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GlowColor = averageColor((uint32_t *)buffer, w*h, 153);
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delete[] buffer;
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delete[] buffer;
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}
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}
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