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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
This commit is contained in:
Eukara 2019-09-16 17:34:57 +00:00
parent 8f02c55729
commit 6e3c5f2d8d

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@ -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.