t->backgroundglowtexture = t->backgroundcurrentskinframe->glow;
if (!t->backgroundnmaptexture)
t->backgroundnmaptexture = r_texture_blanknormalmap;
+ // make sure that if glow is going to be used, both textures are not NULL
+ if (!t->backgroundglowtexture && t->glowtexture)
+ t->backgroundglowtexture = r_texture_black;
+ if (!t->glowtexture && t->backgroundglowtexture)
+ t->glowtexture = r_texture_black;
}
else
{