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https://github.com/Relintai/tile_map_backport.git
synced 2024-11-05 10:11:16 +01:00
Actually fix image locking issues.
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17955723c3
commit
16172e9020
@ -1782,6 +1782,9 @@ Vector<Vector<Ref<Texture>>> RTileSet::generate_terrains_icons(Size2i p_size) {
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for (int terrain = 0; terrain < get_terrains_count(terrain_set); terrain++) {
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Ref<Image> image;
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image.instance();
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if (counts[terrain_set][terrain].count > 0) {
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// Get the best tile.
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Ref<Texture> texture = counts[terrain_set][terrain].texture;
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@ -1791,8 +1794,11 @@ Vector<Vector<Ref<Texture>>> RTileSet::generate_terrains_icons(Size2i p_size) {
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image->resize(p_size.x, p_size.y, Image::INTERPOLATE_NEAREST);
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} else {
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image->create(1, 1, false, Image::FORMAT_RGBA8);
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image->lock();
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image->set_pixel(0, 0, get_terrain_color(terrain_set, terrain));
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image->unlock();
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}
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Ref<ImageTexture> icon;
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icon.instance();
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icon->create_from_image(image);
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@ -4539,7 +4545,6 @@ void RTileSetAtlasSource::_update_padded_texture() {
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Ref<Image> image;
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image.instance();
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image->create(size.x, size.y, false, Image::FORMAT_RGBA8);
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image->lock();
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for (const Map<Vector2i, TileAlternativesData>::Element *kv = tiles.front(); kv; kv = kv->next()) {
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for (int frame = 0; frame < (int)kv->value().animation_frames_durations.size(); frame++) {
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@ -4562,14 +4567,16 @@ void RTileSetAtlasSource::_update_padded_texture() {
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image->blit_rect(*src, left_src_rect, base_pos + Vector2i(-1, 0));
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image->blit_rect(*src, right_src_rect, base_pos + Vector2i(src_rect.size.x, 0));
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src->lock();
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image->lock();
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image->set_pixelv(base_pos + Vector2i(-1, -1), src->get_pixelv(src_rect.position));
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image->set_pixelv(base_pos + Vector2i(src_rect.size.x, -1), src->get_pixelv(src_rect.position + Vector2i(src_rect.size.x - 1, 0)));
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image->set_pixelv(base_pos + Vector2i(-1, src_rect.size.y), src->get_pixelv(src_rect.position + Vector2i(0, src_rect.size.y - 1)));
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image->set_pixelv(base_pos + Vector2i(src_rect.size.x, src_rect.size.y), src->get_pixelv(src_rect.position + Vector2i(src_rect.size.x - 1, src_rect.size.y - 1)));
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}
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}
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image->unlock();
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src->unlock();
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}
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}
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if (!padded_texture.is_valid()) {
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padded_texture.instance();
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