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)
{
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