Game Development Community

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 :
//-------------------------------------- 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 :)

#1
01/25/2004 (3:06 am)
In addition, i found an odd function in game/ShapeBase.cc which... is empty. The only class that implements it is the Player class. Though the only place it is called is in "ShapeBase::prepRenderImage" towards the end.
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.