]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_brush.c
new option -capturedemo to capture a demo to an AVI file;
[xonotic/darkplaces.git] / model_brush.c
index ae1e1b97ebfa838c6e0cf542187ce011f49c09e2..660c4df77dfa7504aea387485d825ca0a106cba0 100644 (file)
@@ -4570,7 +4570,10 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                out->skinframerate = shader->primarylayer->framerate;
                                for (j = 0;j < shader->primarylayer->numframes;j++)
                                        if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false)))
+                                       {
                                                Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
+                                               out->skinframes[j] = R_SkinFrame_LoadMissing();
+                                       }
                        }
                        if (shader->backgroundlayer)
                        {
@@ -5579,7 +5582,7 @@ static void Mod_Q3BSP_LoadPVS(lump_t *l)
 static void Mod_Q3BSP_LightPoint(model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
 {
        int i, j, k, index[3];
-       float transformed[3], blend1, blend2, blend, yaw, pitch, sinpitch, stylescale;
+       float transformed[3], blend1, blend2, blend, stylescale;
        q3dlightgrid_t *a, *s;
 
        // scale lighting by lightstyle[0] so that darkmode in dpmod works properly