Use game_init_render_buffers for editor (for now), fixing crash
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@ -4,6 +4,7 @@ D1X-Rebirth Changelog
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arch/sdl/window.c: In window_close() prev window did not get EVENT_WINDOW_ACTIVATED but the recent closed window got it causing previous window not being activated anymore and a bunch of memory errors
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arch/ogl/ogl.c, include/ogl_init.h, main/ai.c, main/ai.h, main/aipath.c, main/aistruct.h, main/collide.c, main/controls.c, main/fuelcen.c, main/game.c, main/game.h, main/gamecntl.c, main/gameseq.c, main/gauges.c, main/laser.c, main/lighting.c, main/mglobal.c, main/multi.c, main/multi.h, main/multibot.c, main/net_ipx.c, main/net_udp.c, main/newdemo.c, main/object.c, main/object.h, main/player.c, main/player.h, main/playsave.c, main/playsave.h, main/powerup.c, main/state.c, main/state.h, main/weapon.c: Made GameTime to GameTime64 using fix64; Changed all structures saving GameTime64 for internal timer purposes to store fix64 and added converting functions to save such times in fix; For Savegames/Demos always reset GameTime64 to 0 while saving and putting all timer values to safe limits, Multiplayer objects are sent in similar fashion
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main/game.c: Use game_init_render_buffers for editor (for now), fixing crash
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20101211
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@ -340,6 +340,7 @@ int set_screen_mode(int sm)
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}
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gr_palette_load( gr_palette );
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game_init_render_buffers(320, 200, VR_NONE);
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gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT );
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Canv_editor = &VR_editor_canvas;
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gr_set_current_canvas( Canv_editor );
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