- use FGameTexture in the model rendering code.
This commit is contained in:
parent
b9b6a354c7
commit
54f4267597
13 changed files with 28 additions and 27 deletions
|
|
@ -342,7 +342,7 @@ int FMD3Model::FindFrame(const char * name)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
{
|
||||
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
|
||||
|
||||
|
|
@ -353,16 +353,16 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frame
|
|||
|
||||
// [BB] In case no skin is specified via MODELDEF, check if the MD3 has a skin for the current surface.
|
||||
// Note: Each surface may have a different skin.
|
||||
FTexture *surfaceSkin = skin;
|
||||
FGameTexture *surfaceSkin = skin;
|
||||
if (!surfaceSkin)
|
||||
{
|
||||
if (curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
|
||||
{
|
||||
surfaceSkin = TexMan.GetTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
|
||||
surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
|
||||
}
|
||||
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
|
||||
{
|
||||
surfaceSkin = TexMan.GetTexture(surf->Skins[0], true);
|
||||
surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
|
||||
}
|
||||
|
||||
if (!surfaceSkin)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue