skin->currentframe = skin;
skin->basematerialflags = MATERIALFLAG_WALL;
if (skin->skin.fog)
- skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_TRANSPARENT;
+ skin->basematerialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_TRANSPARENT;
skin->currentmaterialflags = skin->basematerialflags;
}
meshtriangles = 0;
numvertexboneweights = 0;
- // load the meshes now
+ // gather combined statistics from the meshes
dpmmesh = (dpmmesh_t *) (pbase + pheader->ofs_meshs);
- for (i = 0;i < loadmodel->num_surfaces;i++)
+ for (i = 0;i < (int)pheader->num_meshs;i++)
{
int numverts = BigLong(dpmmesh->num_verts);
meshvertices += numverts;;
meshtriangles += BigLong(dpmmesh->num_tris);
- // to find out how many weights exist we two a two-stage load...
data = (unsigned char *) (pbase + BigLong(dpmmesh->ofs_verts));
for (j = 0;j < numverts;j++)
{