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Revision 1337: fixes the crash on exit with polymer on win32
that's pretty l33t, right? git-svn-id: https://svn.eduke32.com/eduke32@1337 1a8010ca-5511-0410-912e-c29ae57300e0
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5 changed files with 15 additions and 5 deletions
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@ -5719,6 +5719,7 @@ void uninitengine(void)
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//if (lookupsalloctype == 1) suckcache(lookups); //Cache already gone
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//if (lookupsalloctype == 1) suckcache(lookups); //Cache already gone
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lookups = NULL;
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lookups = NULL;
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}
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}
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for (i=0; i<MAXPALOOKUPS; i++)
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for (i=0; i<MAXPALOOKUPS; i++)
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if (palookup[i] != NULL) { kkfree(palookup[i]); palookup[i] = NULL; }
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if (palookup[i] != NULL) { kkfree(palookup[i]); palookup[i] = NULL; }
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@ -676,6 +676,11 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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float ang, tiltang;
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float ang, tiltang;
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float pos[3];
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float pos[3];
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if (!rendmode) return;
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begindrawing();
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frameoffset = frameplace + windowy1*bytesperline + windowx1;
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if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
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if (pr_verbosity >= 3) OSD_Printf("PR : Drawing rooms...\n");
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// fogcalc needs this
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// fogcalc needs this
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@ -766,6 +771,7 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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i++;
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i++;
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}
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}
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viewangle = daang;
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viewangle = daang;
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enddrawing();
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return;
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return;
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}
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}
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@ -789,6 +795,7 @@ void polymer_drawrooms(int32_t daposx, int32_t daposy, int32_t da
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gsinang2 = gsinang*((double)viewingrange)/65536.0;
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gsinang2 = gsinang*((double)viewingrange)/65536.0;
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if (pr_verbosity >= 3) OSD_Printf("PR : Rooms drawn.\n");
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if (pr_verbosity >= 3) OSD_Printf("PR : Rooms drawn.\n");
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enddrawing();
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}
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}
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void polymer_drawmasks(void)
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void polymer_drawmasks(void)
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@ -860,6 +867,8 @@ void polymer_drawsprite(int32_t snum)
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tspr = tspriteptr[snum];
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tspr = tspriteptr[snum];
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if (tspr->owner < 0 || tspr->picnum < 0) return;
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fogcalc(tspr->shade,sector[tspr->sectnum].visibility,sector[tspr->sectnum].floorpal);
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fogcalc(tspr->shade,sector[tspr->sectnum].visibility,sector[tspr->sectnum].floorpal);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogf(GL_FOG_DENSITY,fogresult);
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bglFogfv(GL_FOG_COLOR,fogcol);
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bglFogfv(GL_FOG_COLOR,fogcol);
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@ -404,7 +404,7 @@ int32_t WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR lpCmdLine, in
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MB_OK|MB_ICONINFORMATION);
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MB_OK|MB_ICONINFORMATION);
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#endif
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#endif
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atexit(uninitsystem);
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// atexit(uninitsystem);
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instanceflag = CreateSemaphore(NULL, 1,1, WindowClass);
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instanceflag = CreateSemaphore(NULL, 1,1, WindowClass);
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@ -23,7 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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#include "duke3d.h"
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#include "duke3d.h"
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const char *s_buildDate = "20090416";
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const char *s_buildDate = "20090423";
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char *MusicPtr = NULL;
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char *MusicPtr = NULL;
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int32_t g_musicSize;
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int32_t g_musicSize;
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@ -355,7 +355,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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case RPG__STATIC:
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case RPG__STATIC:
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case MORTER__STATIC:
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case MORTER__STATIC:
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G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
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G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
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s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 4096, 255+(80<<8),1);
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s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 8192, 255+(80<<8),1);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4);
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@ -390,7 +390,7 @@ int32_t A_Shoot(int32_t i,int32_t atwith)
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if (ProjectileData[atwith].flashcolor)
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if (ProjectileData[atwith].flashcolor)
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{
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{
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G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
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G_AddGameLight(0, s->sectnum, s->x+((sintable[(s->ang+512)&2047])>>7),
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s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 4096, ProjectileData[atwith].flashcolor,1);
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s->y+((sintable[(s->ang)&2047])>>7), s->z-PHEIGHT, 8192, ProjectileData[atwith].flashcolor,1);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(s->ang+512)&2047])>>4);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>4);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].y = s->y+((sintable[(s->ang)&2047])>>4);
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@ -2185,7 +2185,7 @@ void P_FireWeapon(DukePlayer_t *p)
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#ifdef POLYMER
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#ifdef POLYMER
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G_AddGameLight(0, s->sectnum, s->x+((sintable[(p->ang+512)&2047])>>7), s->y+((sintable[(p->ang)&2047])>>7),
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G_AddGameLight(0, s->sectnum, s->x+((sintable[(p->ang+512)&2047])>>7), s->y+((sintable[(p->ang)&2047])>>7),
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s->z-PHEIGHT, 4096, aplWeaponFlashColor[p->curr_weapon][snum],1);
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s->z-PHEIGHT, 8192, aplWeaponFlashColor[p->curr_weapon][snum],1);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].sector = s->sectnum;
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(p->ang+512)&2047])>>4);
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gamelights[gamelightcount&(PR_MAXLIGHTS-1)].x = s->x+((sintable[(p->ang+512)&2047])>>4);
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