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Merge branch 'master' of github.com:RobertBeckebans/RBDOOM-3-BFG
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commit
f7c1ab7bfb
2 changed files with 8 additions and 3 deletions
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@ -871,7 +871,8 @@ void idCommonLocal::Frame()
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gameReturn_t ret = gameThread.RunGameAndDraw( numGameFrames, userCmdMgr, IsClient(), gameFrame - numGameFrames );
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// foresthale 2014-05-12: also check com_editors as many of them are not particularly thread-safe (editLights for example)
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if( com_smp.GetInteger() == 0 || com_editors != 0 )
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// SRS - if com_editors is active make sure com_smp != -1, otherwise skip and call SwapCommandBuffers_FinishRendering later
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if( com_smp.GetInteger() == 0 || ( com_smp.GetInteger() > 0 && com_editors != 0 ) )
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{
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// in non-smp mode, run the commands we just generated, instead of
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// frame-delayed ones from a background thread
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@ -2272,8 +2272,12 @@ bool idRenderModelStatic::ConvertASEToModelSurfaces( const struct aseModel_s* as
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{
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object = ase->objects[objectNum];
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mesh = &object->mesh;
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material = ase->materials[object->materialRef];
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im1 = declManager->FindMaterial( material->name );
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//material = ase->materials[object->materialRef];
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//im1 = declManager->FindMaterial( material->name );
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//
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// caedes dhewm3 fix for ASE meshes without materials (a lot of Doom 3 mods have this issue) 05-18-2021
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material = (ase->materials.Num() > object->materialRef) ? ase->materials[object->materialRef] : NULL;
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im1 = declManager->FindMaterial(material ? material->name : NULL);
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bool normalsParsed = mesh->normalsParsed;
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