- 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

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