fixed invalid reads / some bugs
authorhgn <hgodden00@gmail.com>
Mon, 15 Nov 2021 15:51:16 +0000 (15:51 +0000)
committerhgn <hgodden00@gmail.com>
Mon, 15 Nov 2021 15:51:16 +0000 (15:51 +0000)
build.sh
fishladder.c
vg/vg_shader.h

index 328e432a9bf367015e515dff195d6099ced08971..ab013e2b2371ec28eaa18311d656abe52d0b7a41 100755 (executable)
--- a/build.sh
+++ b/build.sh
@@ -21,7 +21,7 @@ compile_models=false
 while (( "$#" )); do
        case $1 in
                -r|--release) 
-                       flags="-O3"
+                       flags="-O3 -Wno-unused-function -DNO_STEAM"
                        echo "Release mode" 
                ;;
                -p|--play)
index e3669a45e66f1cb46c0a9172fabc856ef9e7c638..52752d53905032b2627f180f36d1d85ec861479d 100644 (file)
@@ -1373,9 +1373,9 @@ void vg_render(void)
 
        //      Draw splitters
 
-       for( int y = 0; y < world.h; y ++ )
+       for( int y = 2; y < world.h-2; y ++ )
        {
-               for( int x = 0; x < world.w; x ++ )
+               for( int x = 2; x < world.w-2; x ++ )
                {
                        struct cell *cell = pcell((v2i){x,y});
                        
index 8e17da33e22d8c60baa0dbf49ac7d3b97d3c92c7..ff8a5f0dc143c6126167394579fc4cced7922499 100644 (file)
@@ -84,7 +84,7 @@ static int vg_shader_compile( struct vg_shader *shader )
 {
        vg_info( "Compile shader '%s'\n", shader->sym );
        
-       GLuint vert, frag, geo;
+       GLuint vert, frag, geo = 0;
        
        vert = vg_shader_subshader( shader->src_vert, GL_VERTEX_SHADER );
        frag = vg_shader_subshader( shader->src_frag, GL_FRAGMENT_SHADER );
@@ -101,7 +101,7 @@ static int vg_shader_compile( struct vg_shader *shader )
        }
        
        shader->program = glCreateProgram();
-       if( shader->src_geo )
+       if( geo )
                glAttachShader( shader->program, geo );
                
        glAttachShader( shader->program, vert );
@@ -111,7 +111,7 @@ static int vg_shader_compile( struct vg_shader *shader )
        glDeleteShader( vert );
        glDeleteShader( frag );
        
-       if( shader->src_geo )
+       if( geo )
                glDeleteShader( geo );
                
        // Check for link errors