- use FGameTexture in the model rendering code.

This commit is contained in:
Christoph Oelckers 2020-04-14 18:02:48 +02:00
commit 54f4267597
13 changed files with 28 additions and 27 deletions

View file

@ -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)