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ref_soft: fix unaligned access

pull/2/head
mittorn 5 years ago
parent
commit
4c7e19adeb
  1. 23
      r_sprite.c

23
r_sprite.c

@ -53,13 +53,14 @@ upload a single frame @@ -53,13 +53,14 @@ upload a single frame
*/
static dframetype_t *R_SpriteLoadFrame( model_t *mod, void *pin, mspriteframe_t **ppframe, int num )
{
dspriteframe_t *pinframe;
dspriteframe_t pinframe;
mspriteframe_t *pspriteframe;
int gl_texturenum = 0;
char texname[128];
int bytes = 1;
pinframe = (dspriteframe_t *)pin;
memcpy( &pinframe, pin, sizeof( dspriteframe_t ) );
if( sprite_version == SPRITE_VERSION_32 )
bytes = 4;
@ -67,26 +68,26 @@ static dframetype_t *R_SpriteLoadFrame( model_t *mod, void *pin, mspriteframe_t @@ -67,26 +68,26 @@ static dframetype_t *R_SpriteLoadFrame( model_t *mod, void *pin, mspriteframe_t
if( FBitSet( mod->flags, MODEL_CLIENT )) // it's a HUD sprite
{
Q_snprintf( texname, sizeof( texname ), "#HUD/%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 );
gl_texturenum = GL_LoadTexture( texname, pin, pinframe->width * pinframe->height * bytes, r_texFlags );
gl_texturenum = GL_LoadTexture( texname, pin, pinframe.width * pinframe.height * bytes, r_texFlags );
}
else
{
Q_snprintf( texname, sizeof( texname ), "#%s(%s:%i%i).spr", sprite_name, group_suffix, num / 10, num % 10 );
gl_texturenum = GL_LoadTexture( texname, pin, pinframe->width * pinframe->height * bytes, r_texFlags );
gl_texturenum = GL_LoadTexture( texname, pin, pinframe.width * pinframe.height * bytes, r_texFlags );
}
// setup frame description
pspriteframe = Mem_Malloc( mod->mempool, sizeof( mspriteframe_t ));
pspriteframe->width = pinframe->width;
pspriteframe->height = pinframe->height;
pspriteframe->up = pinframe->origin[1];
pspriteframe->left = pinframe->origin[0];
pspriteframe->down = pinframe->origin[1] - pinframe->height;
pspriteframe->right = pinframe->width + pinframe->origin[0];
pspriteframe->width = pinframe.width;
pspriteframe->height = pinframe.height;
pspriteframe->up = pinframe.origin[1];
pspriteframe->left = pinframe.origin[0];
pspriteframe->down = pinframe.origin[1] - pinframe.height;
pspriteframe->right = pinframe.width + pinframe.origin[0];
pspriteframe->gl_texturenum = gl_texturenum;
*ppframe = pspriteframe;
return (dframetype_t *)((byte *)(pinframe + 1) + pinframe->width * pinframe->height * bytes );
return ( pin + sizeof(dspriteframe_t) + pinframe.width * pinframe.height * bytes );
}
/*

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