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-rw-r--r--src/blitter/32bpp_optimized.cpp1
-rw-r--r--src/blitter/8bpp_optimized.cpp1
2 files changed, 2 insertions, 0 deletions
diff --git a/src/blitter/32bpp_optimized.cpp b/src/blitter/32bpp_optimized.cpp
index c11a40401..ee3e05e9d 100644
--- a/src/blitter/32bpp_optimized.cpp
+++ b/src/blitter/32bpp_optimized.cpp
@@ -337,6 +337,7 @@ Sprite *Blitter_32bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPr
dest_sprite->y_offs = sprite->y_offs;
SpriteData *dst = (SpriteData *)dest_sprite->data;
+ memset(dst, 0, sizeof(*dst));
for (ZoomLevel z = zoom_min; z <= zoom_max; z++) {
dst->offset[z][0] = z == zoom_min ? 0 : lengths[z - 1][1] + dst->offset[z - 1][1];
diff --git a/src/blitter/8bpp_optimized.cpp b/src/blitter/8bpp_optimized.cpp
index acef6949e..77fc36576 100644
--- a/src/blitter/8bpp_optimized.cpp
+++ b/src/blitter/8bpp_optimized.cpp
@@ -141,6 +141,7 @@ Sprite *Blitter_8bppOptimized::Encode(SpriteLoader::Sprite *sprite, AllocatorPro
* and the memory usage is quite low. */
static ReusableBuffer<byte> temp_buffer;
SpriteData *temp_dst = (SpriteData *)temp_buffer.Allocate(memory);
+ memset(temp_dst, 0, sizeof(*temp_dst));
byte *dst = temp_dst->data;
/* Make the sprites per zoom-level */