Potential crash in ShapeBase::prepRenderImage +fix
by Fyodor -bank- Osokin · in Torque Game Engine · 03/12/2008 (6:24 am) · 0 replies
If you look at the
bool ShapeBase::prepRenderImage
You will see that some calls are protected with checking if mShapeInstance is not null, like:
Replace:
and a bit down replace:
After these changes the code should be more stable.
bool ShapeBase::prepRenderImage
You will see that some calls are protected with checking if mShapeInstance is not null, like:
if (mShapeInstance)
mShapeInstance->animate();The same check needed to be performed in two more places.Replace:
if (mCloakLevel == 0.0f && mShapeInstance->hasSolid() && mFadeVal == 1.0f)with
if (mShapeInstance && mCloakLevel == 0.0f && mShapeInstance->hasSolid() && mFadeVal == 1.0f)
and a bit down replace:
if ((mCloakLevel != 0.0f || mFadeVal != 1.0f || mShapeInstance->hasTranslucency()) ||
(mMount.object == NULL))withif (mShapeInstance && ((mCloakLevel != 0.0f || mFadeVal != 1.0f || mShapeInstance->hasTranslucency()) ||
(mMount.object == NULL)))After these changes the code should be more stable.
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Game developer.