Minor Typo Bug
by James Urquhart · in Torque Game Engine · 01/25/2004 (2:55 am) · 1 replies
There appears to be a minor typo in dgl/bitmapGif.cc, which could confuse end users in the event of any errors.
Sample :
Looks like someone forgot to change some of the references when they copied the jpeg bitmap class. :)
Took a quick look at some other files nobody is bound to look in, and didn't see any typo's there. So i don't really know if there are any more :)
Sample :
//-------------------------------------- Replacement I/O for standard LIBjpeg
// functions. we don't wanna use
// FILE*'s...
static int gifReadDataFn(GifFileType *gifinfo, GifByteType *data, int length)
{
Stream *stream = (Stream*)gifinfo->UserData;
AssertFatal(stream != NULL, "jpegReadDataFn::No stream.");Looks like someone forgot to change some of the references when they copied the jpeg bitmap class. :)
Took a quick look at some other files nobody is bound to look in, and didn't see any typo's there. So i don't really know if there are any more :)
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Wow.
void ShapeBase::calcClassRenderData() { // This is truly lame, but I didn't want to duplicate the whole preprender logic // in the player as well as the renderImage logic. DMM }The simplest way to go about this is to make a new "prepRenderImage" in player.cc, but do this :
bool Player::prepRenderImage(SceneState* state, const U32 stateKey, const U32 startZone, const bool modifyBaseState) { bool ret = Parent::prepRenderImage(state, stateKey, startZone, modifyBaseState); if (state->isObjectRendered(this)) { /* Insert code from Player::calcClassRenderData() */ } return ret; }DMM strikes again!
NOTE: I don't think this breaks anything, but i have not tested extensively. But it shouldn't, since im just moving logic around to a more convenient place.