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* gl_model.c (Mod_LoadFaces): Do not call GL_SubdivideSurface() in dedicated
servers, otherwise we segfault in SubdividePolygon() at the BoundPoly() call. This is a workaround, the actual problem is yet to be looked into. git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@185 af15c1b1-3010-417e-b628-4374ebc0bcbd
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@ -1035,7 +1035,12 @@ void Mod_LoadFaces (lump_t *l)
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{
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out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
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Mod_PolyForUnlitSurface (out);
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GL_SubdivideSurface (out);
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/* FIXME:
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With dedicated servers, we segfault in SubdividePolygon() at
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the BoundPoly() call. The following dedicated server check is
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a workaround, the actual problem is yet to be looked into. */
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if (cls.state != ca_dedicated)
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GL_SubdivideSurface (out);
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}
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else if (out->texinfo->flags & TEX_MISSING) // texture is missing from bsp
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{
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