ref: properly handle unloading sprites that aren't loaded completely
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719093c10b
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b554d7e215
2 changed files with 42 additions and 44 deletions
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@ -249,32 +249,31 @@ release sprite model and frames
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*/
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void Mod_SpriteUnloadTextures( void *data )
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{
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, j;
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msprite_t *psprite = data;
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int i;
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psprite = data;
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if( !data )
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return;
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if( psprite )
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// release all textures
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for( i = 0; i < psprite->numframes; i++ )
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{
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// release all textures
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for( i = 0; i < psprite->numframes; i++ )
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{
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if( psprite->frames[i].type == SPR_SINGLE )
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{
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pspriteframe = psprite->frames[i].frameptr;
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GL_FreeTexture( pspriteframe->gl_texturenum );
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}
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else
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[i].frameptr;
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if( !psprite->frames[i].frameptr )
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continue;
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for( j = 0; j < pspritegroup->numframes; j++ )
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{
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pspriteframe = pspritegroup->frames[i];
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GL_FreeTexture( pspriteframe->gl_texturenum );
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}
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if( psprite->frames[i].type == SPR_SINGLE )
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{
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GL_FreeTexture( psprite->frames[i].frameptr->gl_texturenum );
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}
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else
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{
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mspritegroup_t *pspritegroup = (mspritegroup_t *)psprite->frames[i].frameptr;
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int j;
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for( j = 0; j < pspritegroup->numframes; j++ )
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{
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if( pspritegroup->frames[j] )
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GL_FreeTexture( pspritegroup->frames[j]->gl_texturenum );
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}
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}
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}
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@ -237,32 +237,31 @@ release sprite model and frames
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*/
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void Mod_SpriteUnloadTextures( void *data )
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{
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, j;
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msprite_t *psprite = data;
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int i;
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psprite = data;
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if( !data )
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return;
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if( psprite )
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// release all textures
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for( i = 0; i < psprite->numframes; i++ )
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{
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// release all textures
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for( i = 0; i < psprite->numframes; i++ )
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{
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if( psprite->frames[i].type == SPR_SINGLE )
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{
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pspriteframe = psprite->frames[i].frameptr;
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GL_FreeTexture( pspriteframe->gl_texturenum );
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}
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else
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[i].frameptr;
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if( !psprite->frames[i].frameptr )
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continue;
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for( j = 0; j < pspritegroup->numframes; j++ )
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{
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pspriteframe = pspritegroup->frames[i];
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GL_FreeTexture( pspriteframe->gl_texturenum );
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}
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if( psprite->frames[i].type == SPR_SINGLE )
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{
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GL_FreeTexture( psprite->frames[i].frameptr->gl_texturenum );
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}
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else
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{
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mspritegroup_t *pspritegroup = (mspritegroup_t *)psprite->frames[i].frameptr;
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int j;
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for( j = 0; j < pspritegroup->numframes; j++ )
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{
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if( pspritegroup->frames[j] )
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GL_FreeTexture( pspritegroup->frames[j]->gl_texturenum );
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}
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}
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}
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