char shader[ MAX_QPATH ];
char *s;
int loc;
- MHASH mh;
+ md5_state_t mh;
byte digest[ 16 ];
char *srcShaderText, temp[ 8192 ], shaderText[ 8192 ]; /* ydnar: fixme (make this bigger?) */
}
/* make md5 hash of the shader text */
- mh = mhash_init( MHASH_MD5 );
- if( !mh )
- Error( "Unable to initialize MD5 hash context" );
- mhash( mh, shaderText, strlen( shaderText ) );
- mhash_deinit( mh, digest );
+ md5_init( &mh );
+ md5_append( &mh, shaderText, strlen( shaderText ) );
+ md5_finish( &mh, digest );
/* mangle hash into a shader name */
sprintf( shader, "%s/%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X%02X", mapName,
void EmitVertexRemapShader( char *from, char *to )
{
- MHASH mh;
+ md5_state_t mh;
byte digest[ 16 ];
char key[ 64 ], value[ 256 ];
sprintf( value, "%s;%s", from, to );
/* make md5 hash */
- mh = mhash_init( MHASH_MD5 );
- if( !mh )
- Error( "Unable to initialize MD5 hash context" );
- mhash( mh, value, strlen( value ) );
- mhash_deinit( mh, digest );
+ md5_init( &mh );
+ md5_append( &mh, value, strlen( value ) );
+ md5_finish( &mh, digest );
/* make key (this is annoying, as vertexremapshader is precisely 17 characters,
which is one too long, so we leave off the last byte of the md5 digest) */