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HLMDL: Fix models with loads-of-bones from drawing incorrectly by doing
them in software instead if r_max_gpu_bones is set too low. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5544 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1225,7 +1225,7 @@ void R_HL_BuildFrame(hlmodel_t *model, hlmdl_submodel_t *amodel, entity_t *curen
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mesh->indexes += model->geomset[bodypart].alternatives[bodyidx].submesh[meshidx].firstindex;
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mesh->numindexes = model->geomset[bodypart].alternatives[bodyidx].submesh[meshidx].numindexes;
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if (gpubones)
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if (gpubones && model->header->numbones < sh_config.max_gpu_bones)
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{ //get the backend to do the skeletal stuff (read: glsl)
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for(v = 0; v < mesh->numvertexes; v++)
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{ //should really come up with a better way to deal with this, like rect textures.
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