- made adjustments to the texture loading code to account for the recent changes to handle long texture names.

This commit is contained in:
Christoph Oelckers 2014-05-15 19:27:22 +02:00
commit 03d4f23a6e
5 changed files with 14 additions and 49 deletions

View file

@ -205,15 +205,13 @@ void gl_ParseVavoomSkybox()
sc.MustGetString();
maplump = Wads.CheckNumForFullName(sc.String, true);
if (maplump==-1)
Printf("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name);
FTextureID tex = TexMan.FindTextureByLumpNum(maplump);
if (!tex.isValid())
FTexture *tex = TexMan.FindTexture(sc.String, FTexture::TEX_Wall, FTextureManager::TEXMAN_TryAny);
if (tex != NULL)
{
tex = TexMan.CreateTexture(maplump, FTexture::TEX_MiscPatch);
Printf("Texture '%s' not found in Vavoom skybox '%s'\n", sc.String, sb->Name);
}
sb->faces[facecount] = TexMan[tex];
sb->faces[facecount] = tex;
sc.MustGetStringName("}");
}
facecount++;