mirror of https://github.com/ioquake/ioq3.git
OpenGL2: Fix MD3 surface with zero shaders dividing by zero
Reported by @DescX.
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@ -376,12 +376,9 @@ void R_AddMD3Surfaces( trRefEntity_t *ent ) {
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else if (shader->defaultShader) {
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else if (shader->defaultShader) {
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ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
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ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
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}
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}
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//} else if ( surface->numShaders <= 0 ) {
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} else if ( surface->numShaderIndexes <= 0 ) {
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//shader = tr.defaultShader;
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shader = tr.defaultShader;
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} else {
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} else {
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//md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
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//md3Shader += ent->e.skinNum % surface->numShaders;
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//shader = tr.shaders[ md3Shader->shaderIndex ];
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shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
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shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
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}
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}
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