[Scummvm-git-logs] scummvm master -> 98f1a4b05e3f5d57a572781aaedc9c13fca67e84

aquadran noreply at scummvm.org
Mon Nov 18 12:31:58 UTC 2024


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
98f1a4b05e WINTERMUTE: Fixed CID: 1564848


Commit: 98f1a4b05e3f5d57a572781aaedc9c13fca67e84
    https://github.com/scummvm/scummvm/commit/98f1a4b05e3f5d57a572781aaedc9c13fca67e84
Author: Paweł Kołodziejski (aquadran at gmail.com)
Date: 2024-11-18T13:31:53+01:00

Commit Message:
WINTERMUTE: Fixed CID: 1564848

Changed paths:
    engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
    engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp


diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
index f653bb31c91..79ca6f9b5cf 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d.cpp
@@ -312,6 +312,8 @@ bool BaseRenderOpenGL3D::drawSpriteEx(BaseSurface *tex, const Wintermute::Rect32
 								  bool mirrorX, bool mirrorY) {
 
 	BaseSurfaceOpenGL3D *texture = dynamic_cast<BaseSurfaceOpenGL3D *>(tex);
+	if (!texture)
+		return false;
 
 	if (_spriteBatchMode) {
 		_batchTexture = texture;
diff --git a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
index 1886516fb97..1e63d1da89d 100644
--- a/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
+++ b/engines/wintermute/base/gfx/opengl/base_render_opengl3d_shader.cpp
@@ -324,6 +324,8 @@ bool BaseRenderOpenGL3DShader::drawSpriteEx(BaseSurface *tex, const Wintermute::
 										bool alphaDisable, Graphics::TSpriteBlendMode blendMode,
 										bool mirrorX, bool mirrorY) {
 	BaseSurfaceOpenGL3D *texture = dynamic_cast<BaseSurfaceOpenGL3D *>(tex);
+	if (!texture)
+		return false;
 
 	if (_spriteBatchMode) {
 		_batchTexture = texture;




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