fix player skins using a cached skin if one is invalid.
fix corona occlusion queries getting messed up by water effects. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5004 fc73d0e0-1445-4013-8a0c-d673dee63da5
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2 changed files with 4 additions and 2 deletions
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@ -627,7 +627,7 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
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else
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plskin = NULL;
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if (plskin && plskin->loadstate != SKIN_LOADED)
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if (plskin && plskin->loadstate < SKIN_LOADED)
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{
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Skin_Cache8(plskin); //we're not going to use it, but make sure its status is updated when it is finally loaded..
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plskin = cl.players[e->playerindex].lastskin;
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@ -474,7 +474,9 @@ void R_RenderDlights (void)
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{
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GLuint res;
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qboolean requery = true;
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if (l->coronaocclusionquery)
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if (r_refdef.recurse)
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requery = false;
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else if (l->coronaocclusionquery)
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{
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qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_AVAILABLE_ARB, &res);
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if (res)
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