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11 changes: 10 additions & 1 deletion Generals/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -210,8 +210,17 @@ DX8TextureCategoryClass::DX8TextureCategoryClass(

DX8TextureCategoryClass::~DX8TextureCategoryClass()
{
// Clear texture_category pointer for all polygon renderers first to prevent them from
// trying to remove themselves from PolygonRendererList during destruction (which would
// cause list corruption while we're iterating)
DX8PolygonRendererListIterator it(&PolygonRendererList);
while (!it.Is_Done()) {
it.Peek_Obj()->Set_Texture_Category(NULL);
it.Next();
}

// Unregistering the mesh where polygon renderers are connected to kills all polygon renderers
while (DX8PolygonRendererClass* p_renderer=PolygonRendererList.Get_Head()) {
while (DX8PolygonRendererClass* p_renderer=PolygonRendererList.Remove_Head()) {
TheDX8MeshRenderer.Unregister_Mesh_Type(p_renderer->Get_Mesh_Model_Class());
}
for (int a=0;a<MAX_TEXTURE_STAGES;++a) {
Expand Down
11 changes: 10 additions & 1 deletion GeneralsMD/Code/Libraries/Source/WWVegas/WW3D2/dx8renderer.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -212,8 +212,17 @@ DX8TextureCategoryClass::DX8TextureCategoryClass(

DX8TextureCategoryClass::~DX8TextureCategoryClass()
{
// Clear texture_category pointer for all polygon renderers first to prevent them from
// trying to remove themselves from PolygonRendererList during destruction (which would
// cause list corruption while we're iterating)
DX8PolygonRendererListIterator it(&PolygonRendererList);
while (!it.Is_Done()) {
it.Peek_Obj()->Set_Texture_Category(NULL);
it.Next();
}

// Unregistering the mesh where polygon renderers are connected to kills all polygon renderers
while (DX8PolygonRendererClass* p_renderer=PolygonRendererList.Get_Head()) {
while (DX8PolygonRendererClass* p_renderer=PolygonRendererList.Remove_Head()) {
TheDX8MeshRenderer.Unregister_Mesh_Type(p_renderer->Get_Mesh_Model_Class());
}
for (int a=0;a<MeshMatDescClass::MAX_TEX_STAGES;++a)
Expand Down
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