* 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://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@185 af15c1b1-3010-417e-b628-4374ebc0bcbd
This commit is contained in:
Ozkan Sezer 2010-06-19 14:16:05 +00:00
parent d29e2927e6
commit ea4bad07b8

View file

@ -1035,7 +1035,12 @@ void Mod_LoadFaces (lump_t *l)
{
out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
Mod_PolyForUnlitSurface (out);
GL_SubdivideSurface (out);
/* FIXME:
With dedicated servers, we segfault in SubdividePolygon() at
the BoundPoly() call. The following dedicated server check is
a workaround, the actual problem is yet to be looked into. */
if (cls.state != ca_dedicated)
GL_SubdivideSurface (out);
}
else if (out->texinfo->flags & TEX_MISSING) // texture is missing from bsp
{