Basically, when coronas appear when r_coronas_occlusionquery is 1, the engine
binds to a query buffer and stores a pointer to it in r_shadow_occlusion_buf.
Upon vid_restart, somewhere along the way, the buffer is cleared but the
original pointer is kept, resulting in a crash next time a corona appears.
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12541
d7cf8633-e32d-0410-b094-
e92efae38249
#endif
}
+extern unsigned int r_shadow_occlusion_buf;
+
static void gl_main_shutdown(void)
{
R_RenderTarget_FreeUnused(true);
#endif
break;
}
-
+ r_shadow_occlusion_buf = 0;
r_numqueries = 0;
r_maxqueries = 0;
memset(r_queries, 0, sizeof(r_queries));