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authorAndrii Doroshenko (Xrayez) <xrayez@gmail.com>2019-07-17 01:43:33 +0300
committerAndrii Doroshenko (Xrayez) <xrayez@gmail.com>2019-07-17 01:43:33 +0300
commitd5c5aabbf28bdae7e7b5e2be0b66f640a0cd62cf (patch)
treec557528fbe8bf40cee6819858b2be815a6677f68 /modules/bmp
parent22c843b0c451a0c3d79a3b3e6af900b841c51c12 (diff)
Fix BMP loader incorrectly interpreting color table size
Color table should exist for images with bit count <= 8. Importing 16-bit BMP images could also likely have a color table but they're not currently supported in Godot.
Diffstat (limited to 'modules/bmp')
-rw-r--r--modules/bmp/image_loader_bmp.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/modules/bmp/image_loader_bmp.cpp b/modules/bmp/image_loader_bmp.cpp
index a7e8dec11e..bd7aeeebeb 100644
--- a/modules/bmp/image_loader_bmp.cpp
+++ b/modules/bmp/image_loader_bmp.cpp
@@ -257,8 +257,8 @@ Error ImageLoaderBMP::load_image(Ref<Image> p_image, FileAccess *f,
if (bmp_header.bmp_info_header.bmp_bit_count <= 8) {
// Support 256 colors max
color_table_size = 1 << bmp_header.bmp_info_header.bmp_bit_count;
+ ERR_FAIL_COND_V(color_table_size == 0, ERR_BUG);
}
- ERR_FAIL_COND_V(color_table_size == 0, ERR_BUG);
PoolVector<uint8_t> bmp_color_table;
// Color table is usually 4 bytes per color -> [B][G][R][0]