From 4e6ce0872eed4a1558bb5329d2552f7434415b58 Mon Sep 17 00:00:00 2001 From: divverent Date: Thu, 17 May 2007 15:50:10 +0000 Subject: [PATCH] setting skinframe to R_SkinFrame_LoadMissing for animmap too! git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7302 d7cf8633-e32d-0410-b094-e92efae38249 --- model_brush.c | 3 +++ 1 file changed, 3 insertions(+) diff --git a/model_brush.c b/model_brush.c index 1f0eff61..660c4df7 100644 --- a/model_brush.c +++ b/model_brush.c @@ -4570,7 +4570,10 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP) out->skinframerate = shader->primarylayer->framerate; for (j = 0;j < shader->primarylayer->numframes;j++) if (!(out->skinframes[j] = R_SkinFrame_LoadExternal(shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | ((!r_picmipworld.integer || (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP)) ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false))) + { Con_DPrintf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name); + out->skinframes[j] = R_SkinFrame_LoadMissing(); + } } if (shader->backgroundlayer) { -- 2.39.2