Mercurial > sdl-ios-xcode
diff src/video/quartz/SDL_QuartzVideo.m @ 852:2651b6b43840
Quartz fix:
ut2004 makes a 2D window for the splash screen, which sets the screen
surface's pixels field. Then we tear down that video mode and create a GL
context, and the Quartz target isn't resetting the pixels field to NULL.
When you just create a GL window, the structure is memset'd to zero the
first time through, so unless you hit ut2004's codepath, you won't see the
bug. :)
Without this patch, quitting a windowed ut2003/ut2004 game makes the OS dump a
warning about a bogus free() to stderr, but it doesn't actually crash. All we
need to do is explicitly initialize the current->pixels field.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Tue, 24 Feb 2004 06:53:22 +0000 |
parents | f003714db2f4 |
children | 9e84d106ec19 |
line wrap: on
line diff
--- a/src/video/quartz/SDL_QuartzVideo.m Mon Feb 23 15:49:28 2004 +0000 +++ b/src/video/quartz/SDL_QuartzVideo.m Tue Feb 24 06:53:22 2004 +0000 @@ -828,6 +828,7 @@ int height, int bpp, Uint32 flags) { current->flags = 0; + current->pixels = NULL; /* Setup full screen video */ if ( flags & SDL_FULLSCREEN ) {