Re: Lighter2 genmesh loading and retrieve RenderBuffer
res <[email protected]>
| Newsgroups | gmane.comp.graphics.crystalspace.devel |
|---|---|
| Message-ID | <[email protected]> |
On 21.08.2012 21:15, Steel Style wrote: > I tried this again and again it didn't worked then I finally realised > that while the GetRenderBuffer > returned 0, the RemoveRenderBuffer returned true. This is because when a > meshObj > have a RenderBuffer of the correct name return value of 0 is forced. > > Code here (From genmesh\objects\genmesh.cpp line 815 - 824) > CS::ShaderVarStringID bufID = factory->GetSVStrings()->Request (name); > iRenderBuffer* buf = userBuffers.GetRenderBuffer (bufID); > if (buf != 0) return 0; > > return factory->GetRenderBuffer (name); > > I don't know if it is a mistake or not but I find this kind of ackward. > Is it okay if I do some change in here ? > Like maybe set default boolean called (exit on meshObj buffer) to true. It sounds like the *intended* line was “if (buf != 0) return buf;”. It would certainly make actual sense. So, please go ahead and fix this obvious bug. -f.r. ------------------------------------------------------------------------------ Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Crystal-develop mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-develop
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