]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
Ugly hack to fix skybox textures being loaded as MATERIALFLAG_WALL in Q1BSP
authorcloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 7 Jul 2020 00:07:53 +0000 (00:07 +0000)
committercloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 7 Jul 2020 00:07:53 +0000 (00:07 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12789 d7cf8633-e32d-0410-b094-e92efae38249

model_brush.c

index a19b29200a0db22898fca049cc0a278d4bb14f69..3c41876574ea874aaf4bed28e208459db2a84306 100644 (file)
@@ -1819,7 +1819,7 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                tx = loadmodel->data_textures + i;
                // try to load shader or external textures, but first we have to backup the texture_t because shader loading overwrites it even if it fails
                backuptex = loadmodel->data_textures[i];
-               if (name[0] && (Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i, va(vabuf, sizeof(vabuf), "%s/%s", mapname, name), false, false, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL) ||
+               if (name[0] && /* HACK */ strncmp(name, "sky", 3) /* END HACK */ && (Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i, va(vabuf, sizeof(vabuf), "%s/%s", mapname, name), false, false, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL) ||
                                Mod_LoadTextureFromQ3Shader(loadmodel->mempool, loadmodel->name, loadmodel->data_textures + i, va(vabuf, sizeof(vabuf), "%s"   , name), false, false, TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, MATERIALFLAG_WALL)))
                {
                        // set the width/height fields which are used for parsing texcoords in this bsp format
@@ -1873,8 +1873,10 @@ static void Mod_Q1BSP_LoadTextures(sizebuf_t *sb)
                if (cls.state != ca_dedicated)
                {
                        skinframe_t *skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s/%s", mapname, tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false, false);
-                       if (!skinframe &&
+                       if ((!skinframe &&
                            !(skinframe = R_SkinFrame_LoadExternal(gamemode == GAME_TENEBRAE ? tx->name : va(vabuf, sizeof(vabuf), "textures/%s", tx->name), TEXF_ALPHA | TEXF_MIPMAP | TEXF_ISWORLD | TEXF_PICMIP | TEXF_COMPRESS, false, false)))
+                               // HACK: It loads custom skybox textures as a wall if loaded as a skinframe.
+                               || !strncmp(tx->name, "sky", 3))
                        {
                                // did not find external texture via shader loading, load it from the bsp or wad3
                                if (loadmodel->brush.ishlbsp)