]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - model_shared.c
fix big endian loading of patches
[xonotic/darkplaces.git] / model_shared.c
index 771aa39b44e5a0a1e1e33ed0a524b29eeb1abea2..7697fa6ee1ce5ff7d49cfeb80a99de6619df8674 100644 (file)
@@ -655,12 +655,13 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                int element[2];
        }
        edgehashentry_t;
-       edgehashentry_t *edgehash[TRIANGLEEDGEHASH], *edgehashentries, edgehashentriesbuffer[TRIANGLEEDGEHASH*3], *hash;
+       static edgehashentry_t *edgehash[TRIANGLEEDGEHASH];
+       edgehashentry_t *edgehashentries, *hash;
+       if (!numtriangles)
+               return;
        memset(edgehash, 0, sizeof(edgehash));
-       edgehashentries = edgehashentriesbuffer;
        // if there are too many triangles for the stack array, allocate larger buffer
-       if (numtriangles > TRIANGLEEDGEHASH)
-               edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
+       edgehashentries = (edgehashentry_t *)Mem_Alloc(tempmempool, numtriangles * 3 * sizeof(edgehashentry_t));
        // find neighboring triangles
        for (i = 0, e = elements, n = neighbors;i < numtriangles;i++, e += 3, n += 3)
        {
@@ -709,8 +710,7 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria
                CL_KeepaliveMessage(false);
        }
        // free the allocated buffer
-       if (edgehashentries != edgehashentriesbuffer)
-               Mem_Free(edgehashentries);
+       Mem_Free(edgehashentries);
 }
 #else
 // very slow but simple way
@@ -2068,6 +2068,9 @@ qboolean Mod_LoadTextureFromQ3Shader(texture_t *texture, const char *name, qbool
                texflagsmask &= ~TEXF_COMPRESS;
        texture->specularscalemod = 1; // unless later loaded from the shader
        texture->specularpowermod = 1; // unless later loaded from the shader
+       // WHEN ADDING DEFAULTS HERE, REMEMBER TO SYNC TO SHADER LOADING ABOVE
+       // HERE, AND Q1BSP LOADING
+       // JUST GREP FOR "specularscalemod = 1".
 
        if (shader)
        {