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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
This commit is contained in:
Spoike 2016-07-16 14:24:06 +00:00
parent 523a2a4b13
commit 6a663e9d53
2 changed files with 4 additions and 2 deletions

View file

@ -627,7 +627,7 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
else
plskin = NULL;
if (plskin && plskin->loadstate != SKIN_LOADED)
if (plskin && plskin->loadstate < SKIN_LOADED)
{
Skin_Cache8(plskin); //we're not going to use it, but make sure its status is updated when it is finally loaded..
plskin = cl.players[e->playerindex].lastskin;

View file

@ -474,7 +474,9 @@ void R_RenderDlights (void)
{
GLuint res;
qboolean requery = true;
if (l->coronaocclusionquery)
if (r_refdef.recurse)
requery = false;
else if (l->coronaocclusionquery)
{
qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_AVAILABLE_ARB, &res);
if (res)