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Hunk memory, The users
Victor Roemer edited this page Aug 4, 2022
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R_Init
ptr = (byte*)ri.Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low);
R_CreateImage2 from R_Init
image = tr.images[tr.numImages] = (image_t*)ri.Hunk_Alloc( sizeof( image_t ), h_low );
R_CreateImage2 from UI_Init, AssetCache
uiInfo.uiDC.Assets.gradientBar = re->RegisterShaderNoMip(ASSET_GRADIENTBAR);
R_GeneratePermanentShader from UI_Init
newShader = (shader_t*)ri.Hunk_Alloc( sizeof( shader_t ), h_low );