Skip to content

Commit

Permalink
- fix nullptr crash in player.camera reference when player.camera is …
Browse files Browse the repository at this point in the history
…nullptr
  • Loading branch information
madame-rachelle authored and coelckers committed Mar 26, 2020
1 parent f954df7 commit 7c9d8a0
Show file tree
Hide file tree
Showing 2 changed files with 4 additions and 2 deletions.
3 changes: 2 additions & 1 deletion src/rendering/gl/renderer/gl_renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -256,7 +256,8 @@ sector_t *FGLRenderer::RenderView(player_t* player)
NoInterpolateView = false;

// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
if (player->camera)
gl_RenderState.CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
Expand Down
3 changes: 2 additions & 1 deletion src/rendering/vulkan/system/vk_framebuffer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -404,7 +404,8 @@ sector_t *VulkanFrameBuffer::RenderView(player_t *player)
NoInterpolateView = false;

// Shader start time does not need to be handled per level. Just use the one from the camera to render from.
GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
if (player->camera)
GetRenderState()->CheckTimer(player->camera->Level->ShaderStartTime);
// prepare all camera textures that have been used in the last frame.
// This must be done for all levels, not just the primary one!
for (auto Level : AllLevels())
Expand Down

0 comments on commit 7c9d8a0

Please sign in to comment.