OpenGL2: Fix crash when BSP has deluxe maps and vertex lit surfaces

Reported by Mickaël Thomas (mickael9).
This commit is contained in:
Zack Middleton 2018-02-18 13:05:27 -06:00
parent d1f82ed567
commit 00c3480938

View file

@ -2232,7 +2232,7 @@ static void CollapseStagesToLightall(shaderStage_t *diffuse,
defs |= LIGHTDEF_USE_LIGHT_VERTEX; defs |= LIGHTDEF_USE_LIGHT_VERTEX;
} }
if (r_deluxeMapping->integer && tr.worldDeluxeMapping && lightmap) if (r_deluxeMapping->integer && tr.worldDeluxeMapping && lightmap && shader.lightmapIndex >= 0)
{ {
//ri.Printf(PRINT_ALL, ", deluxemap"); //ri.Printf(PRINT_ALL, ", deluxemap");
diffuse->bundle[TB_DELUXEMAP] = lightmap->bundle[0]; diffuse->bundle[TB_DELUXEMAP] = lightmap->bundle[0];