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Revert "Don't leak textures all over the place"
This causes textures to be deleted before they are no longer accessed, resulting in a segmentation fault. This needs to be rewritten in such a way that textures are deleted when the client disconnects from a server. This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
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@ -433,9 +433,6 @@ video::ITexture *generateTextureFromMesh(scene::IMesh *mesh,
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}
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// Create render target texture
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video::ITexture *oldtexture = driver->findTexture(texture_name.c_str());
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if(oldtexture)
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driver->removeTexture(oldtexture);
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video::ITexture *rtt = driver->addRenderTargetTexture(
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dim, texture_name.c_str(), video::ECF_A8R8G8B8);
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if(rtt == NULL)
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40
src/tile.cpp
40
src/tile.cpp
@ -518,15 +518,6 @@ core::dimension2d<u32> imageTransformDimension(u32 transform, core::dimension2d<
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// Apply transform to image data
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void imageTransform(u32 transform, video::IImage *src, video::IImage *dst);
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/*
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Adds a new texture to the video driver and returns a pointer to it.
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This pointer should not be dropped. Any texture that was registered
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with that name before is removed (this may invalidate some ITexture
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pointers).
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*/
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video::ITexture* register_texture(video::IVideoDriver *driver,
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std::string name, video::IImage *img);
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/*
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Generate image based on a string like "stone.png" or "[crack0".
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if baseimg is NULL, it is created. Otherwise stuff is made on it.
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@ -695,9 +686,11 @@ u32 TextureSource::getTextureIdDirect(const std::string &name)
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" create texture \""<<name<<"\""<<std::endl;
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}
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// Create texture from resulting image
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if(baseimg != NULL)
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t = register_texture(driver, name, baseimg);
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{
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// Create texture from resulting image
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t = driver->addTexture(name.c_str(), baseimg);
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}
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/*
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Add texture to caches (add NULL textures too)
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@ -816,7 +809,7 @@ void TextureSource::rebuildImagesAndTextures()
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// Create texture from resulting image
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video::ITexture *t = NULL;
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if(img)
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t = register_texture(driver, sap->name, img);
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t = driver->addTexture(sap->name.c_str(), img);
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// Replace texture
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sap->a.atlas = t;
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@ -1051,7 +1044,7 @@ void TextureSource::buildMainAtlas(class IGameDef *gamedef)
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/*
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Make texture
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*/
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video::ITexture *t = register_texture(driver, "__main_atlas__", atlas_img);
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video::ITexture *t = driver->addTexture("__main_atlas__", atlas_img);
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assert(t);
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/*
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@ -1142,15 +1135,6 @@ video::IImage* generate_image_from_scratch(std::string name,
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return baseimg;
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}
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video::ITexture* register_texture(video::IVideoDriver *driver,
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std::string name, video::IImage *img)
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{
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video::ITexture *old_texture = driver->findTexture(name.c_str());
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if(old_texture)
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driver->removeTexture(old_texture);
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return driver->addTexture(name.c_str(), img);
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}
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bool generate_image(std::string part_of_name, video::IImage *& baseimg,
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IrrlichtDevice *device, SourceImageCache *sourcecache)
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{
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@ -1557,12 +1541,12 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
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assert(img_top && img_left && img_right);
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// Create textures from images
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video::ITexture *texture_top = register_texture(driver,
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imagename_top + "__temp1__", img_top);
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video::ITexture *texture_left = register_texture(driver,
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imagename_left + "__temp2__", img_left);
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video::ITexture *texture_right = register_texture(driver,
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imagename_right + "__temp3__", img_right);
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video::ITexture *texture_top = driver->addTexture(
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(imagename_top + "__temp__").c_str(), img_top);
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video::ITexture *texture_left = driver->addTexture(
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(imagename_left + "__temp__").c_str(), img_left);
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video::ITexture *texture_right = driver->addTexture(
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(imagename_right + "__temp__").c_str(), img_right);
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assert(texture_top && texture_left && texture_right);
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// Drop images
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