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:
parent
523a2a4b13
commit
6a663e9d53
2 changed files with 4 additions and 2 deletions
|
@ -627,7 +627,7 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
|
||||||
else
|
else
|
||||||
plskin = NULL;
|
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..
|
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;
|
plskin = cl.players[e->playerindex].lastskin;
|
||||||
|
|
|
@ -474,7 +474,9 @@ void R_RenderDlights (void)
|
||||||
{
|
{
|
||||||
GLuint res;
|
GLuint res;
|
||||||
qboolean requery = true;
|
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);
|
qglGetQueryObjectuivARB(l->coronaocclusionquery, GL_QUERY_RESULT_AVAILABLE_ARB, &res);
|
||||||
if (res)
|
if (res)
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue