fix player skins to be reliable.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4760 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
9881bc3dd7
commit
a3d7f5aa40
3 changed files with 205 additions and 208 deletions
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@ -21,17 +21,25 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "particles.h"
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enum
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{
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SKIN_NOTLOADED, //not trying to load it. shouldn't really happen, but can.
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SKIN_LOADING, //still loading. just do something else for now...
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SKIN_LOADED,
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SKIN_FAILED
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};
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typedef struct qwskin_s
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{
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char name[64];
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int loadstate; // the name isn't a valid skin
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//qw skin info
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int width;
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int height;
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void *skindata;
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//for hardware 32bit texture overrides
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texnums_t textures;
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qbyte failedload; // the name isn't a valid skin
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void *skindata;
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} qwskin_t;
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// player_state_t is the information needed by a player entity
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@ -170,6 +178,7 @@ typedef struct player_info_s
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int spectator;
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qwskin_t *qwskin;
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qwskin_t *lastskin; //last-known-good skin
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skinid_t skinid;
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struct model_s *model;
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@ -114,7 +114,6 @@ qwskin_t *Skin_Lookup (char *fullname)
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qwskin_t *skin;
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char cleanname[sizeof(skin->name)];
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COM_StripExtension (fullname, cleanname, sizeof(cleanname));
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for (i=0 ; i<numskins ; i++)
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{
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if (!strcmp (cleanname, skins[i].name))
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@ -154,31 +153,21 @@ void Skin_Find (player_info_t *sc)
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int i;
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char name[128], *s;
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if (allskins[0])
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s = allskins;
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else
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s = Info_ValueForKey (sc->userinfo, "skin");
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sc->model = NULL;
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sc->skinid = 0;
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sc->qwskin = NULL;
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if (!*s)
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s = baseskin.string;
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s = Skin_FindName(sc);
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if (!*s)
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return;
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// s = "default";
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s = Skin_FindName(sc);
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COM_StripExtension (s, name, sizeof(name));
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for (i=0 ; i<numskins ; i++)
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{
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if (!strcmp (name, skins[i].name))
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{
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sc->qwskin = &skins[i];
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Skin_Cache8 (sc->qwskin);
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return;
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}
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}
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@ -197,6 +186,162 @@ void Skin_Find (player_info_t *sc)
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Q_strncpyz(skin->name, name, sizeof(skin->name));
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}
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void Skin_WorkerDone(void *skinptr, void *skindata, size_t width, size_t height)
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{
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qwskin_t *skin = skinptr;
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skin->width = width;
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skin->height = height;
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skin->skindata = skindata;
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if (skindata)
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skin->loadstate = SKIN_LOADED;
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else
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skin->loadstate = SKIN_FAILED;
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}
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void Skin_WorkerLoad(void *skinptr, void *data, size_t a, size_t b)
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{
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qwskin_t *skin = skinptr;
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char name[MAX_QPATH];
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qbyte *raw;
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qbyte *out, *pix;
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pcx_t *pcx;
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int x, y, srcw, srch;
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int dataByte;
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int runLength;
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int fbremap[256];
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size_t pcxsize;
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Q_snprintfz (name, sizeof(name), "skins/%s.pcx", skin->name);
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raw = COM_LoadTempFile (name, &pcxsize);
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if (!raw)
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{
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//use 24bit skins even if gl_load24bit is failed
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if (strcmp(skin->name, baseskin.string))
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{
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//if its not already the base skin, try the base (and warn if anything not base couldn't load).
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Con_Printf ("Couldn't load skin %s\n", name);
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Q_snprintfz (name, sizeof(name), "skins/%s.pcx", baseskin.string);
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raw = COM_LoadTempFile (name, &pcxsize);
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}
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if (!raw)
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{
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Skin_WorkerDone(skin, NULL, 0, 0);
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return;
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}
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}
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//
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// parse the PCX file
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//
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pcx = (pcx_t *)raw;
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raw = (qbyte *)(pcx+1);
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//check format (sizes are checked later)
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if (pcx->manufacturer != 0x0a
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|| pcx->version != 5
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|| pcx->encoding != 1
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|| pcx->bits_per_pixel != 8)
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{
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Con_Printf ("Bad skin %s (unsupported format)\n", name);
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Skin_WorkerDone(skin, NULL, 0, 0);
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return;
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}
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pcx->xmax = (unsigned short)LittleShort(pcx->xmax);
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pcx->ymax = (unsigned short)LittleShort(pcx->ymax);
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pcx->xmin = (unsigned short)LittleShort(pcx->xmin);
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pcx->ymin = (unsigned short)LittleShort(pcx->ymin);
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srcw = pcx->xmax-pcx->xmin+1;
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srch = pcx->ymax-pcx->ymin+1;
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if (srcw < 1 || srch < 1 || srcw > 320 || srch > 200)
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{
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Con_Printf ("Bad skin %s (unsupported size)\n", name);
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Skin_WorkerDone(skin, NULL, 0, 0);
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return;
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}
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skin->width = srcw;
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skin->height = srch;
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out = BZ_Malloc(skin->width*skin->height);
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if (!out)
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Sys_Error ("Skin_Cache: couldn't allocate");
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// TODO: we build a fullbright remap.. can we get rid of this?
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for (x = 0; x < vid.fullbright; x++)
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fbremap[x] = x + (256-vid.fullbright); //fullbrights don't exist, so don't loose palette info.
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pix = out;
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// memset (out, 0, skin->width*skin->height);
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dataByte = 0; //typically black (this is in case a 0*0 file is loaded... which won't happen anyway)
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for (y=0 ; y < srch ; y++, pix += skin->width)
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{
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for (x=0 ; x < srcw ; )
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{
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if (raw - (qbyte*)pcx > pcxsize)
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{
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BZ_Free(out);
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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Skin_WorkerDone(skin, NULL, 0, 0);
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return;
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}
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dataByte = *raw++;
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if((dataByte & 0xC0) == 0xC0)
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{
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runLength = dataByte & 0x3F;
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if (raw - (qbyte*)pcx > pcxsize)
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{
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BZ_Free(out);
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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Skin_WorkerDone(skin, NULL, 0, 0);
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return;
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}
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dataByte = *raw++;
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}
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else
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runLength = 1;
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// skin sanity check
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if (runLength + x > pcx->xmax + 2)
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{
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BZ_Free(out);
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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Skin_WorkerDone(skin, NULL, 0, 0);
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return;
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}
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if (dataByte >= 256-vid.fullbright) //kill the fb componant
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if (!r_fb_models.ival)
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dataByte = fbremap[dataByte + vid.fullbright-256];
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while(runLength-- > 0)
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pix[x++] = dataByte;
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}
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//pad the end of the scan line with the trailing pixel
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for ( ; x < skin->width ; )
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pix[x++] = dataByte;
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}
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//pad the bottom of the skin with that final pixel
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for ( ; y < skin->height; y++, pix += skin->width)
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for (x = 0; x < skin->width; )
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pix[x++] = dataByte;
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if ( raw - (qbyte *)pcx > pcxsize)
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{
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BZ_Free(out);
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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Skin_WorkerDone(skin, NULL, 0, 0);
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return;
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}
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Skin_WorkerDone(skin, out, srcw, srch);
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skin->loadstate = SKIN_LOADED;
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}
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/*
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==========
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@ -208,25 +353,15 @@ Returns a pointer to the skin bitmap, or NULL to use the default
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qbyte *Skin_Cache8 (qwskin_t *skin)
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{
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char name[1024];
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qbyte *raw;
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qbyte *out, *pix;
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pcx_t *pcx;
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int x, y, srcw, srch;
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int dataByte;
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int runLength;
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int fbremap[256];
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char *skinpath;
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size_t pcxsize;
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if (noskins.value==1) // JACK: So NOSKINS > 1 will show skins, but
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return NULL; // not download new ones.
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if (skin->failedload==true)
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if (skin->loadstate==SKIN_LOADING)
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return NULL;
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out = skin->skindata;
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if (out)
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return out;
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if (skin->loadstate==SKIN_LOADED)
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return skin->skindata;
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//
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// load the pic from disk
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@ -236,6 +371,7 @@ qbyte *Skin_Cache8 (qwskin_t *skin)
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qbyte bv;
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int col[3];
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char *s;
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qbyte *out;
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s = COM_Parse(skin->name);
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col[0] = atof(com_token);
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@ -253,22 +389,19 @@ qbyte *Skin_Cache8 (qwskin_t *skin)
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memset (out, bv, 320*200);
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skin->failedload = false;
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skin->loadstate = SKIN_LOADED;
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return out;
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}
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skinpath = "skins";
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//2 is used to try to force the skin if it load24bit is false.
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if (gl_load24bit.ival || skin->failedload==2)
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if (gl_load24bit.ival || skin->loadstate == SKIN_FAILED)
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{
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if (!skin->textures.base)
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skin->textures.base = R_LoadHiResTexture(skin->name, skinpath, IF_NOALPHA|IF_NOPCX);
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if (skin->textures.base->status == TEX_LOADING)
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return NULL; //don't spam the others until we actually know this one will load.
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if (skin->failedload == 2)
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skin->failedload = 1;
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if (TEXLOADED(skin->textures.base))
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{
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if (!skin->textures.upperoverlay)
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@ -291,148 +424,18 @@ qbyte *Skin_Cache8 (qwskin_t *skin)
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Q_snprintfz (name, sizeof(name), "%s_gloss", skin->name);
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TEXASSIGN(skin->textures.specular, R_LoadHiResTexture(skin->name, skinpath, 0));
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}
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skin->failedload = 1;
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skin->loadstate = SKIN_LOADED;
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return NULL; //can use the high-res textures instead.
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}
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}
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Q_snprintfz (name, sizeof(name), "%s/%s.pcx", skinpath, skin->name);
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raw = COM_LoadTempFile (name, &pcxsize);
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if (!raw)
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{
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//use 24bit skins even if gl_load24bit is failed
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if (strcmp(skin->name, baseskin.string))
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{
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//if its not already the base skin, try the base (and warn if anything not base couldn't load).
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Con_Printf ("Couldn't load skin %s\n", name);
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Q_snprintfz (name, sizeof(name), "skins/%s.pcx", baseskin.string);
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raw = COM_LoadTempFile (name, &pcxsize);
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}
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if (!raw)
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{
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if (skin->failedload)
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skin->failedload = true;
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else
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skin->failedload = 2;
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return NULL;
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}
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}
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//
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// parse the PCX file
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//
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pcx = (pcx_t *)raw;
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raw = (qbyte *)(pcx+1);
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//check format (sizes are checked later)
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if (pcx->manufacturer != 0x0a
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|| pcx->version != 5
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|| pcx->encoding != 1
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|| pcx->bits_per_pixel != 8)
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{
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skin->failedload = true;
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Con_Printf ("Bad skin %s (unsupported format)\n", name);
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if (skin->loadstate == SKIN_FAILED)
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return NULL;
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}
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skin->loadstate = SKIN_LOADING;
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pcx->xmax = (unsigned short)LittleShort(pcx->xmax);
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pcx->ymax = (unsigned short)LittleShort(pcx->ymax);
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pcx->xmin = (unsigned short)LittleShort(pcx->xmin);
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pcx->ymin = (unsigned short)LittleShort(pcx->ymin);
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Skin_WorkerLoad(skin, NULL, 0, 0);
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srcw = pcx->xmax-pcx->xmin+1;
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srch = pcx->ymax-pcx->ymin+1;
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if (srcw < 1 || srch < 1 || srcw > 320 || srch > 200)
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{
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skin->failedload = true;
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Con_Printf ("Bad skin %s (unsupported size)\n", name);
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return NULL;
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}
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skin->width = srcw;
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skin->height = srch;
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skin->skindata = out = BZ_Malloc(skin->width*skin->height);
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if (!out)
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Sys_Error ("Skin_Cache: couldn't allocate");
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// TODO: we build a fullbright remap.. can we get rid of this?
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for (x = 0; x < vid.fullbright; x++)
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fbremap[x] = x + (256-vid.fullbright); //fullbrights don't exist, so don't loose palette info.
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pix = out;
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// memset (out, 0, skin->width*skin->height);
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dataByte = 0; //typically black (this is in case a 0*0 file is loaded... which won't happen anyway)
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for (y=0 ; y < srch ; y++, pix += skin->width)
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{
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for (x=0 ; x < srcw ; )
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{
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if (raw - (qbyte*)pcx > pcxsize)
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{
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BZ_Free(skin->skindata);
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skin->skindata = NULL;
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skin->failedload = true;
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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return NULL;
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}
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dataByte = *raw++;
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if((dataByte & 0xC0) == 0xC0)
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{
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runLength = dataByte & 0x3F;
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if (raw - (qbyte*)pcx > pcxsize)
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{
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BZ_Free(skin->skindata);
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skin->skindata = NULL;
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skin->failedload = true;
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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return NULL;
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}
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dataByte = *raw++;
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}
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else
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runLength = 1;
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// skin sanity check
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if (runLength + x > pcx->xmax + 2) {
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BZ_Free(skin->skindata);
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skin->skindata = NULL;
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skin->failedload = true;
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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return NULL;
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}
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if (dataByte >= 256-vid.fullbright) //kill the fb componant
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if (!r_fb_models.ival)
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dataByte = fbremap[dataByte + vid.fullbright-256];
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while(runLength-- > 0)
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pix[x++] = dataByte;
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}
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//pad the end of the scan line with the trailing pixel
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for ( ; x < skin->width ; )
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pix[x++] = dataByte;
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}
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//pad the bottom of the skin with that final pixel
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for ( ; y < skin->height; y++, pix += skin->width)
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for (x = 0; x < skin->width; )
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pix[x++] = dataByte;
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if ( raw - (qbyte *)pcx > pcxsize)
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{
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BZ_Free(skin->skindata);
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skin->skindata = NULL;
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skin->failedload = true;
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Con_Printf ("Skin %s was malformed. You should delete it.\n", name);
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return NULL;
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}
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skin->failedload = false;
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return out;
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return skin->skindata;
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}
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/*
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@ -482,9 +485,10 @@ void Skin_NextDownload (void)
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}
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return;
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}
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for (i = 0; i != MAX_CLIENTS; i++)
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for (i = 0; i < MAX_CLIENTS; i++)
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{
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sc = &cl.players[i];
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sc->lastskin = NULL; //invalidate any 'safe' skins
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if (!sc->name[0])
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continue;
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Skin_Find (sc);
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@ -494,6 +498,7 @@ void Skin_NextDownload (void)
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continue;
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if (!*sc->qwskin->name)
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continue;
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CL_CheckOrEnqueDownloadFile(va("skins/%s.pcx", sc->qwskin->name), NULL, 0);
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}
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||||
|
@ -524,11 +529,11 @@ void Skin_FlushAll(void)
|
|||
{ //wipe the skin info
|
||||
int i;
|
||||
for (i=0 ; i<numskins ; i++)
|
||||
{
|
||||
if (skins[i].skindata)
|
||||
BZ_Free(skins[i].skindata);
|
||||
}
|
||||
numskins = 0;
|
||||
for (i = 0; i < MAX_CLIENTS; i++)
|
||||
cl.players[i].lastskin = NULL;
|
||||
|
||||
Skin_FlushPlayers();
|
||||
}
|
||||
|
@ -552,11 +557,11 @@ void Skin_Skins_f (void)
|
|||
|
||||
R_GAliasFlushSkinCache(false);
|
||||
for (i=0 ; i<numskins ; i++)
|
||||
{
|
||||
if (skins[i].skindata)
|
||||
BZ_Free(skins[i].skindata);
|
||||
}
|
||||
numskins = 0;
|
||||
for (i = 0; i < MAX_CLIENTS; i++)
|
||||
cl.players[i].lastskin = NULL;
|
||||
|
||||
Skin_NextDownload ();
|
||||
|
||||
|
@ -585,7 +590,7 @@ void Skin_AllSkins_f (void)
|
|||
|
||||
void Skin_FlushSkin(char *name)
|
||||
{
|
||||
int i;
|
||||
int i;
|
||||
char sname[16]="";
|
||||
if (strncmp(name, "skins/", 6))
|
||||
return;
|
||||
|
@ -593,7 +598,10 @@ int i;
|
|||
for (i=0 ; i<numskins ; i++)
|
||||
{
|
||||
if (!strcmp(skins[i].name, sname))
|
||||
skins[i].failedload = false;
|
||||
{
|
||||
skins[i].loadstate = SKIN_NOTLOADED;
|
||||
memset(&skins[i].textures, 0, sizeof(skins[i].textures));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -585,7 +585,9 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
|
|||
|
||||
if (!gl_nocolors.ival || forced)
|
||||
{
|
||||
if (!plskin || plskin->failedload)
|
||||
tc = e->topcolour;
|
||||
bc = e->bottomcolour;
|
||||
if (!plskin || plskin->loadstate == SKIN_FAILED)
|
||||
{
|
||||
if (e->playerindex >= 0 && e->playerindex <= MAX_CLIENTS)
|
||||
{
|
||||
|
@ -595,17 +597,21 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
|
|||
if (!cl.players[e->playerindex].qwskin)
|
||||
Skin_Find(&cl.players[e->playerindex]);
|
||||
plskin = cl.players[e->playerindex].qwskin;
|
||||
// if (plskin && plskin->failedload)
|
||||
// plskin = NULL;
|
||||
}
|
||||
else
|
||||
plskin = NULL;
|
||||
|
||||
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;
|
||||
}
|
||||
else
|
||||
cl.players[e->playerindex].lastskin = plskin;
|
||||
}
|
||||
else
|
||||
plskin = NULL;
|
||||
}
|
||||
tc = e->topcolour;
|
||||
bc = e->bottomcolour;
|
||||
#ifdef HEXEN2
|
||||
pc = e->h2playerclass;
|
||||
#else
|
||||
|
@ -714,37 +720,11 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
|
|||
cm->texnum.loweroverlay = r_nulltex;
|
||||
cm->texnum.upperoverlay = r_nulltex;
|
||||
|
||||
//q2 has no surfaces in its player models, so don't crash from that
|
||||
//note that q2 should also always have a custom skin set. its not our problem (here) if it doesn't.
|
||||
if (!shader)
|
||||
{ //model has no shaders, so just the skin directly
|
||||
shader = R_RegisterSkin(skinname, NULL);
|
||||
|
||||
if (plskin)
|
||||
{
|
||||
original = Skin_Cache8(plskin);
|
||||
if (original)
|
||||
{
|
||||
inwidth = plskin->width;
|
||||
inheight = plskin->height;
|
||||
cm->texnum.base = R_LoadTexture8(plskin->name, inwidth, inheight, original, IF_NOALPHA|IF_NOGAMMA, 1);
|
||||
return shader;
|
||||
}
|
||||
|
||||
if (TEXVALID(plskin->textures.base))
|
||||
{
|
||||
cm->texnum.loweroverlay = plskin->textures.loweroverlay;
|
||||
cm->texnum.upperoverlay = plskin->textures.upperoverlay;
|
||||
cm->texnum.base = plskin->textures.base;
|
||||
cm->texnum.fullbright = plskin->textures.fullbright;
|
||||
cm->texnum.specular = plskin->textures.specular;
|
||||
return shader;
|
||||
}
|
||||
|
||||
cm->texnum.base = R_LoadHiResTexture(plskin->name, "skins", IF_NOALPHA);
|
||||
return shader;
|
||||
}
|
||||
return shader;
|
||||
}
|
||||
|
||||
cm->texnum.bump = shader->defaulttextures.bump; //can't colour bumpmapping
|
||||
if (plskin)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue