1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-11 17:51:04 +00:00

Fix issue #2441: crash on respawn, since a conversion std::list to std::vector on Environment.cpp

* Also change some std::list to std::vector for ClientMap::renderMap
* Remove disabled code in ClientMap::renderMap, disabled since a long time
This commit is contained in:
Loic Blot 2015-03-05 15:34:39 +01:00
parent 0d1eedcccc
commit 9749d9fee6
7 changed files with 35 additions and 84 deletions

View file

@ -391,12 +391,12 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
struct MeshBufList
{
video::SMaterial m;
std::list<scene::IMeshBuffer*> bufs;
std::vector<scene::IMeshBuffer*> bufs;
};
struct MeshBufListList
{
std::list<MeshBufList> lists;
std::vector<MeshBufList> lists;
void clear()
{
@ -405,7 +405,7 @@ struct MeshBufListList
void add(scene::IMeshBuffer *buf)
{
for(std::list<MeshBufList>::iterator i = lists.begin();
for(std::vector<MeshBufList>::iterator i = lists.begin();
i != lists.end(); ++i){
MeshBufList &l = *i;
video::SMaterial &m = buf->getMaterial();
@ -595,25 +595,20 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
}
std::list<MeshBufList> &lists = drawbufs.lists;
std::vector<MeshBufList> &lists = drawbufs.lists;
int timecheck_counter = 0;
for(std::list<MeshBufList>::iterator i = lists.begin();
i != lists.end(); ++i)
{
{
timecheck_counter++;
if(timecheck_counter > 50)
{
timecheck_counter = 0;
int time2 = time(0);
if(time2 > time1 + 4)
{
infostream<<"ClientMap::renderMap(): "
"Rendering takes ages, returning."
<<std::endl;
return;
}
for(std::vector<MeshBufList>::iterator i = lists.begin();
i != lists.end(); ++i) {
timecheck_counter++;
if(timecheck_counter > 50) {
timecheck_counter = 0;
int time2 = time(0);
if(time2 > time1 + 4) {
infostream << "ClientMap::renderMap(): "
"Rendering takes ages, returning."
<< std::endl;
return;
}
}
@ -621,60 +616,14 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
driver->setMaterial(list.m);
for(std::list<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
j != list.bufs.end(); ++j)
{
for(std::vector<scene::IMeshBuffer*>::iterator j = list.bufs.begin();
j != list.bufs.end(); ++j) {
scene::IMeshBuffer *buf = *j;
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();
meshbuffer_count++;
}
#if 0
/*
Draw the faces of the block
*/
{
//JMutexAutoLock lock(block->mesh_mutex);
MapBlockMesh *mapBlockMesh = block->mesh;
assert(mapBlockMesh);
scene::SMesh *mesh = mapBlockMesh->getMesh();
assert(mesh);
u32 c = mesh->getMeshBufferCount();
bool stuff_actually_drawn = false;
for(u32 i=0; i<c; i++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
const video::SMaterial& material = buf->getMaterial();
video::IMaterialRenderer* rnd =
driver->getMaterialRenderer(material.MaterialType);
bool transparent = (rnd && rnd->isTransparent());
// Render transparent on transparent pass and likewise.
if(transparent == is_transparent_pass)
{
if(buf->getVertexCount() == 0)
errorstream<<"Block ["<<analyze_block(block)
<<"] contains an empty meshbuf"<<std::endl;
/*
This *shouldn't* hurt too much because Irrlicht
doesn't change opengl textures if the old
material has the same texture.
*/
driver->setMaterial(buf->getMaterial());
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();
meshbuffer_count++;
stuff_actually_drawn = true;
}
}
if(stuff_actually_drawn)
blocks_had_pass_meshbuf++;
else
blocks_without_stuff++;
}
#endif
}
} // ScopeProfiler