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https://github.com/ptitSeb/Serious-Engine
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Added some Failsafe. Fixed a crash in the new game intro cinematic (when Boss of TFE die and Sam goes to the UFO) on the Pandora
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5
Sources/Engine/Rendering/RendASER.cpp
Normal file → Executable file
5
Sources/Engine/Rendering/RendASER.cpp
Normal file → Executable file
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@ -34,7 +34,6 @@ void CRenderer::AddAddListToActiveList(INDEX iScanLine)
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// allocate space in destination for sum of source and add
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// allocate space in destination for sum of source and add
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INDEX ctActiveEdges = re_aaceActiveEdges.Count();
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INDEX ctActiveEdges = re_aaceActiveEdges.Count();
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re_aaceActiveEdgesTmp.Push(ctAddEdges+ctActiveEdges);
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re_aaceActiveEdgesTmp.Push(ctAddEdges+ctActiveEdges);
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// check that the add list is sorted right
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// check that the add list is sorted right
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#if ASER_EXTREME_CHECKING
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#if ASER_EXTREME_CHECKING
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{
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{
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@ -66,18 +65,18 @@ void CRenderer::AddAddListToActiveList(INDEX iScanLine)
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// start at begining of add list, source active list and destination active list
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// start at begining of add list, source active list and destination active list
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LISTITER(CAddEdge, ade_lnInAdd) itadeAdd(lhAdd);
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LISTITER(CAddEdge, ade_lnInAdd) itadeAdd(lhAdd);
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CActiveEdge *paceSrc = &re_aaceActiveEdges[0];
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CActiveEdge *paceSrc = &re_aaceActiveEdges[0];
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CActiveEdge *paceEnd = &re_aaceActiveEdges[re_aaceActiveEdges.Count()-1];
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CActiveEdge *paceDst = &re_aaceActiveEdgesTmp[0];
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CActiveEdge *paceDst = &re_aaceActiveEdgesTmp[0];
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IFDEBUG(INDEX ctNewActive=0);
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IFDEBUG(INDEX ctNewActive=0);
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IFDEBUG(INDEX ctOldActive1=0);
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IFDEBUG(INDEX ctOldActive1=0);
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IFDEBUG(INDEX ctOldActive2=0);
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IFDEBUG(INDEX ctOldActive2=0);
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// for each edge in add list
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// for each edge in add list
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while(!itadeAdd.IsPastEnd()) {
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while(!itadeAdd.IsPastEnd()) {
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CAddEdge &ade = *itadeAdd;
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CAddEdge &ade = *itadeAdd;
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// while the edge in active list is left of the edge in add list
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// while the edge in active list is left of the edge in add list
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while (paceSrc->ace_xI.slHolder < itadeAdd->ade_xI.slHolder) {
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while ((paceSrc->ace_xI.slHolder < ade.ade_xI.slHolder) && (paceSrc!=paceEnd)) {
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// copy the active edge
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// copy the active edge
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ASSERT(paceSrc<=&re_aaceActiveEdges[ctActiveEdges-1]);
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ASSERT(paceSrc<=&re_aaceActiveEdges[ctActiveEdges-1]);
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*paceDst++=*paceSrc++;
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*paceDst++=*paceSrc++;
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