if( imageBufferCount >= imageBufferSize )
{
imageBufferSize <<= 1;
- this.imageBuffer = realloc( this.imageBuffer, imageBufferSize * sizeof(DMImageBuffer) );
- imageBufferTmp = realloc( imageBufferTmp, imageBufferSize * sizeof(DMImageBuffer) );
+ this.imageBuffer = renew this.imageBuffer DMImageBuffer[imageBufferSize];
+ imageBufferTmp = renew imageBufferTmp DMImageBuffer[imageBufferSize];
}
imageBuffer = &this.imageBuffer[ imageBufferCount ];
import "atlasBuilder"
-#include <stdlib.h>
#include <math.h>
#include "cc.h"
if( scale > ( 1 << SPREC ) )
scale = 1 << SPREC;
- buffer = malloc( width * height * sizeof(int) );
+ buffer = new int[ width * height ];
for( y = 0 ; y < height ; y++ )
{
dstrow = &dst[y*stride];
for( x = 0 ; x < width ; x++ )
dstrow[x] = (byte)Min(255, bufferrow[x] >> ZPREC);
}
- free( buffer );
+ delete buffer;
}
}
int i;
// Copy old texture data over.
- if( !( data = (byte *)malloc( width * height ) ) )
+ if( !( data = new byte[width * height] ) )
return false;
for( i = 0 ; i < this.height ; i++ )
{