- fixed destructive logic and memory allocation issues in RenderFrameModels.
This completely avoids modification of the model data, instead using local variables.
This commit is contained in:
parent
0665a28253
commit
76c8214d67
13 changed files with 66 additions and 57 deletions
|
|
@ -344,7 +344,7 @@ int FMD3Model::FindFrame(const char * name)
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation)
|
||||
void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int frameno, int frameno2, double inter, int translation, const TArray<FTextureID>& surfaceskinids)
|
||||
{
|
||||
if ((unsigned)frameno >= Frames.Size() || (unsigned)frameno2 >= Frames.Size()) return;
|
||||
|
||||
|
|
@ -358,17 +358,14 @@ void FMD3Model::RenderFrame(FModelRenderer *renderer, FGameTexture * skin, int f
|
|||
FGameTexture *surfaceSkin = skin;
|
||||
if (!surfaceSkin)
|
||||
{
|
||||
if (curSpriteMDLFrame)
|
||||
int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
|
||||
if (surfaceskinids[ssIndex].isValid())
|
||||
{
|
||||
int ssIndex = i + curMDLIndex * MD3_MAX_SURFACES;
|
||||
if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
|
||||
{
|
||||
surfaceSkin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
|
||||
}
|
||||
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
|
||||
{
|
||||
surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
|
||||
}
|
||||
surfaceSkin = TexMan.GetGameTexture(surfaceskinids[ssIndex], true);
|
||||
}
|
||||
else if (surf->numSkins > 0 && surf->Skins[0].isValid())
|
||||
{
|
||||
surfaceSkin = TexMan.GetGameTexture(surf->Skins[0], true);
|
||||
}
|
||||
|
||||
if (!surfaceSkin)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue