Revert "Dynamic number of models per frame instead of a hard limit of four. (#1298)"

This reverts commit 769d60a64f.
This commit is contained in:
Rachael Alexanderson 2021-02-25 09:58:17 -05:00
commit d6987ff6b2
6 changed files with 31 additions and 77 deletions

View file

@ -242,9 +242,8 @@ void FUE1Model::RenderFrame( FModelRenderer *renderer, FGameTexture *skin, int f
FGameTexture *sskin = skin;
if ( !sskin )
{
int ssIndex = groups[i].texNum + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[ssIndex], true);
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
sskin = TexMan.GetGameTexture(curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum], true);
if ( !sskin )
{
vofs += vsize;
@ -303,13 +302,9 @@ void FUE1Model::BuildVertexBuffer( FModelRenderer *renderer )
void FUE1Model::AddSkins( uint8_t *hitlist )
{
for (int i = 0; i < numGroups; i++)
{
int ssIndex = groups[i].texNum + curMDLIndex * MD3_MAX_SURFACES;
if (curSpriteMDLFrame->surfaceskinIDs[ssIndex].isValid())
hitlist[curSpriteMDLFrame->surfaceskinIDs[ssIndex].GetIndex()] |= FTextureManager::HIT_Flat;
}
for ( int i=0; i<numGroups; i++ )
if ( curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].isValid() )
hitlist[curSpriteMDLFrame->surfaceskinIDs[curMDLIndex][groups[i].texNum].GetIndex()] |= FTextureManager::HIT_Flat;
}
FUE1Model::~FUE1Model()