]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
thanks to Jeff Ford (qbism) for this fix to md3 player model loading, the base skin...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 25 Aug 2004 23:56:24 +0000 (23:56 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 25 Aug 2004 23:56:24 +0000 (23:56 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4386 d7cf8633-e32d-0410-b094-e92efae38249

model_alias.c

index a1bf5ecd9a9edf2416497dc1b0d8604e47be2f8f..8d7871f6e0e38c9485fb79b6f7c9e27f0fd9b6c8 100644 (file)
@@ -964,7 +964,7 @@ void Mod_IDP3_Load(model_t *mod, void *buffer)
                Mod_ValidateElements(mesh->data_element3i, mesh->num_triangles, mesh->num_vertices, __FILE__, __LINE__);
                Mod_BuildTriangleNeighbors(mesh->data_neighbor3i, mesh->data_element3i, mesh->num_triangles);
 
-               if (LittleLong(pinmesh->num_shaders) >= 1 && ((md3shader_t *)((qbyte *) pinmesh + pinmesh->lump_shaders))->name[0])
+               if (LittleLong(pinmesh->num_shaders) >= 1)
                        Mod_BuildAliasSkinsFromSkinFiles(mesh->data_skins, skinfiles, pinmesh->name, ((md3shader_t *)((qbyte *) pinmesh + pinmesh->lump_shaders))->name);
                else
                        for (j = 0;j < mesh->num_skins;j++)