From 6e3c5f2d8d89610f38d2d075486079b4c4dce1c9 Mon Sep 17 00:00:00 2001 From: Eukara Date: Mon, 16 Sep 2019 17:34:57 +0000 Subject: [PATCH] HLMDL: Fix models with loads-of-bones from drawing incorrectly by doing them in software instead if r_max_gpu_bones is set too low. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5544 fc73d0e0-1445-4013-8a0c-d673dee63da5 --- engine/gl/gl_hlmdl.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/engine/gl/gl_hlmdl.c b/engine/gl/gl_hlmdl.c index 46819d9a2..abd66abca 100644 --- a/engine/gl/gl_hlmdl.c +++ b/engine/gl/gl_hlmdl.c @@ -1225,7 +1225,7 @@ void R_HL_BuildFrame(hlmodel_t *model, hlmdl_submodel_t *amodel, entity_t *curen mesh->indexes += model->geomset[bodypart].alternatives[bodyidx].submesh[meshidx].firstindex; mesh->numindexes = model->geomset[bodypart].alternatives[bodyidx].submesh[meshidx].numindexes; - if (gpubones) + if (gpubones && model->header->numbones < sh_config.max_gpu_bones) { //get the backend to do the skeletal stuff (read: glsl) for(v = 0; v < mesh->numvertexes; v++) { //should really come up with a better way to deal with this, like rect textures.