- use FGameTexture in the model rendering code.
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13 changed files with 28 additions and 27 deletions
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@ -626,22 +626,22 @@ int FOBJModel::FindFrame(const char* name)
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* @param inter Unused
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* @param translation The translation for the skin
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*/
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FTexture * skin, int frameno, int frameno2, double inter, int translation)
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void FOBJModel::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
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{
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for (unsigned int i = 0; i < surfaces.Size(); i++)
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{
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OBJSurface *surf = &surfaces[i];
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FTexture *userSkin = skin;
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FGameTexture *userSkin = skin;
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if (!userSkin)
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{
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if (i < MD3_MAX_SURFACES && curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i].isValid())
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{
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userSkin = TexMan.GetTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
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userSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][i], true);
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}
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else if (surf->skin.isValid())
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{
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userSkin = TexMan.GetTexture(surf->skin, true);
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userSkin = TexMan.GetGameTexture(surf->skin, true);
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}
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}
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