From d824cfa5a2ced2cfbfbc89509b8415aefd30949b Mon Sep 17 00:00:00 2001 From: Zack Middleton Date: Wed, 4 Oct 2017 21:00:00 -0500 Subject: [PATCH] OpenGL2: Fix MD3 surface with zero shaders dividing by zero Reported by @DescX. --- code/renderergl2/tr_mesh.c | 7 ++----- 1 file changed, 2 insertions(+), 5 deletions(-) diff --git a/code/renderergl2/tr_mesh.c b/code/renderergl2/tr_mesh.c index 53bccb46..4f2c6724 100644 --- a/code/renderergl2/tr_mesh.c +++ b/code/renderergl2/tr_mesh.c @@ -376,12 +376,9 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) { else if (shader->defaultShader) { ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name); } - //} else if ( surface->numShaders <= 0 ) { - //shader = tr.defaultShader; + } else if ( surface->numShaderIndexes <= 0 ) { + shader = tr.defaultShader; } else { - //md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders ); - //md3Shader += ent->e.skinNum % surface->numShaders; - //shader = tr.shaders[ md3Shader->shaderIndex ]; shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ]; }