X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=model_shared.c;h=f896b7843206f4f6760aa90e86871e814b3d4789;hb=8a5326f82be41d302242b2c5865aae33dc436258;hp=326fa95d1e45c51e7d486939d8b37a00ea48b5a0;hpb=b49e92062e402ecdc1a7407d942bfd7252c4426d;p=xonotic%2Fdarkplaces.git diff --git a/model_shared.c b/model_shared.c index 326fa95d..f896b784 100644 --- a/model_shared.c +++ b/model_shared.c @@ -30,144 +30,10 @@ cvar_t r_mipskins = {CVAR_SAVE, "r_mipskins", "0"}; model_t *loadmodel; -// LordHavoc: increased from 512 to 2048 -#define MAX_MOD_KNOWN 2048 +// LordHavoc: was 512 +#define MAX_MOD_KNOWN (MAX_MODELS + 256) static model_t mod_known[MAX_MOD_KNOWN]; -rtexturepool_t *mod_shared_texturepool; -rtexture_t *r_notexture; -rtexture_t *mod_shared_detailtextures[NUM_DETAILTEXTURES]; -rtexture_t *mod_shared_distorttexture[64]; - -void Mod_BuildDetailTextures (void) -{ - int i, x, y, light; - float vc[3], vx[3], vy[3], vn[3], lightdir[3]; -#define DETAILRESOLUTION 256 - qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION]; - lightdir[0] = 0.5; - lightdir[1] = 1; - lightdir[2] = -0.25; - VectorNormalize(lightdir); - for (i = 0;i < NUM_DETAILTEXTURES;i++) - { - fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4); - for (y = 0;y < DETAILRESOLUTION;y++) - { - for (x = 0;x < DETAILRESOLUTION;x++) - { - vc[0] = x; - vc[1] = y; - vc[2] = noise[y][x] * (1.0f / 32.0f); - vx[0] = x + 1; - vx[1] = y; - vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f); - vy[0] = x; - vy[1] = y + 1; - vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f); - VectorSubtract(vx, vc, vx); - VectorSubtract(vy, vc, vy); - CrossProduct(vx, vy, vn); - VectorNormalize(vn); - light = 128 - DotProduct(vn, lightdir) * 128; - light = bound(0, light, 255); - data[y][x][0] = data[y][x][1] = data[y][x][2] = light; - data[y][x][3] = 255; - } - } - mod_shared_detailtextures[i] = R_LoadTexture2D(mod_shared_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL); - } -} - -qbyte Mod_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph) -{ - int value = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) + - ((2 * (y0 - y1) + y2 - y3) * morph * morph) + - ((y2 - y0) * morph) + - (y1)); - - if (value > 255) - value = 255; - if (value < 0) - value = 0; - - return (qbyte)value; -} - -void Mod_BuildDistortTexture (void) -{ - int x, y, i, j; -#define DISTORTRESOLUTION 32 - qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2]; - - for (i=0; i<4; i++) - { - for (y=0; ytexinfo->texture->flags & SURF_LIGHTMAP) + if (surface->lightmapinfo && surface->lightmapinfo->stainsamples) { - ssize = (surface->extents[0] >> 4) + 1; - tsize = (surface->extents[1] >> 4) + 1; - - if (ssize > 256 || tsize > 256) - Host_Error("Bad surface extents"); - - if (surface->stainsamples) - memset(surface->stainsamples, 255, ssize * tsize * 3); - + ssize = (surface->lightmapinfo->extents[0] >> 4) + 1; + tsize = (surface->lightmapinfo->extents[1] >> 4) + 1; + memset(surface->lightmapinfo->stainsamples, 255, ssize * tsize * 3); surface->cached_dlight = true; } } @@ -260,11 +113,14 @@ void Mod_UnloadModel (model_t *mod) { char name[MAX_QPATH]; qboolean isworldmodel; + qboolean used; strcpy(name, mod->name); isworldmodel = mod->isworldmodel; + used = mod->used; Mod_FreeModel(mod); strcpy(mod->name, name); mod->isworldmodel = isworldmodel; + mod->used = used; mod->loaded = false; } @@ -275,7 +131,7 @@ Mod_LoadModel Loads a model ================== */ -static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) +model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, qboolean isworldmodel) { int num; unsigned int crc; @@ -308,14 +164,6 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, Con_DPrintf("loading model %s\n", mod->name); // LordHavoc: unload the existing model in this slot (if there is one) Mod_UnloadModel(mod); - if (isworldmodel) - { - // clear out any stale submodels lying around, as well as the old world model itself - int i; - for (i = 0;i < MAX_MOD_KNOWN;i++) - if (mod_known[i].isworldmodel) - Mod_UnloadModel(mod_known + i); - } // load the model mod->isworldmodel = isworldmodel; @@ -341,18 +189,23 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, if (buf) { + char *bufend = (char *)buf + fs_filesize; num = LittleLong(*((int *)buf)); // call the apropriate loader loadmodel = mod; - if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf); - else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf); - else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf); - else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf); - else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf); - else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf); - else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf); - else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf); - else Host_Error("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name); + if (!memcmp(buf, "IDPO", 4)) Mod_IDP0_Load(mod, buf, bufend); + else if (!memcmp(buf, "IDP2", 4)) Mod_IDP2_Load(mod, buf, bufend); + else if (!memcmp(buf, "IDP3", 4)) Mod_IDP3_Load(mod, buf, bufend); + else if (!memcmp(buf, "IDSP", 4)) Mod_IDSP_Load(mod, buf, bufend); + else if (!memcmp(buf, "IDS2", 4)) Mod_IDS2_Load(mod, buf, bufend); + else if (!memcmp(buf, "IBSP", 4)) Mod_IBSP_Load(mod, buf, bufend); + else if (!memcmp(buf, "ZYMOTICMODEL", 12)) Mod_ZYMOTICMODEL_Load(mod, buf, bufend); + else if (!memcmp(buf, "DARKPLACESMODEL", 16)) Mod_DARKPLACESMODEL_Load(mod, buf, bufend); + else if (!strcmp(buf, "ACTRHEAD")) Mod_PSKMODEL_Load(mod, buf, bufend); + else if (strlen(mod->name) >= 4 && !strcmp(mod->name - 4, ".map")) Mod_MAP_Load(mod, buf, bufend); + else if (!memcmp(buf, "MCBSPpad", 8)) Mod_Q1BSP_Load(mod, buf, bufend); + else if (num == BSPVERSION || num == 30) Mod_Q1BSP_Load(mod, buf, bufend); + else Con_Printf("Mod_LoadModel: model \"%s\" is of unknown/unsupported type\n", mod->name); Mem_Free(buf); } else if (crash) @@ -366,22 +219,6 @@ static model_t *Mod_LoadModel(model_t *mod, qboolean crash, qboolean checkdisk, return mod; } -void Mod_CheckLoaded(model_t *mod) -{ - if (mod) - { - if (!mod->loaded) - Mod_LoadModel(mod, true, true, mod->isworldmodel); - else - { - //if (mod->type == mod_invalid) - // Host_Error("Mod_CheckLoaded: invalid model\n"); - mod->used = true; - return; - } - } -} - /* =================== Mod_ClearAll @@ -412,6 +249,15 @@ void Mod_PurgeUnused(void) Mod_FreeModel(mod); } +// only used during loading! +void Mod_RemoveStaleWorldModels(model_t *skip) +{ + int i; + for (i = 0;i < MAX_MOD_KNOWN;i++) + if (mod_known[i].isworldmodel && skip != &mod_known[i]) + Mod_UnloadModel(mod_known + i); +} + void Mod_LoadModels(void) { int i; @@ -528,7 +374,7 @@ int Mod_BuildVertexRemapTableFromElements(int numelements, const int *elements, #if 1 // fast way, using an edge hash -#define TRIANGLEEDGEHASH 16384 +#define TRIANGLEEDGEHASH 8192 void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtriangles) { int i, j, p, e1, e2, *n, hashindex, count, match; @@ -635,51 +481,69 @@ void Mod_BuildTriangleNeighbors(int *neighbors, const int *elements, int numtria } #endif -void Mod_ValidateElements(const int *elements, int numtriangles, int numverts, const char *filename, int fileline) +void Mod_ValidateElements(int *elements, int numtriangles, int numverts, const char *filename, int fileline) { - int i; + int i, warned = false; for (i = 0;i < numtriangles * 3;i++) + { if ((unsigned int)elements[i] >= (unsigned int)numverts) - Con_Printf("Mod_ValidateElements: out of bounds element detected at %s:%d\n", filename, fileline); + { + if (!warned) + { + warned = true; + Con_Printf("Mod_ValidateElements: out of bounds elements detected at %s:%d\n", filename, fileline); + } + elements[i] = 0; + } + } } // warning: this is an expensive function! -void Mod_BuildNormals(int numverts, int numtriangles, const float *vertex3f, const int *elements, float *normal3f) +void Mod_BuildNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const int *elements, float *normal3f, qboolean areaweighting) { - int i, tnum; - float normal[3], *v; - const int *e; + int i, j; + const int *element; + float *vectorNormal; + float areaNormal[3]; // clear the vectors - memset(normal3f, 0, numverts * sizeof(float[3])); + memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); // process each vertex of each triangle and accumulate the results - for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) + // use area-averaging, to make triangles with a big area have a bigger + // weighting on the vertex normal than triangles with a small area + // to do so, just add the 'normals' together (the bigger the area + // the greater the length of the normal is + element = elements; + for (i = 0; i < numtriangles; i++, element += 3) { - TriangleNormal(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, normal); - VectorNormalize(normal); - v = normal3f + e[0] * 3; - v[0] += normal[0]; - v[1] += normal[1]; - v[2] += normal[2]; - v = normal3f + e[1] * 3; - v[0] += normal[0]; - v[1] += normal[1]; - v[2] += normal[2]; - v = normal3f + e[2] * 3; - v[0] += normal[0]; - v[1] += normal[1]; - v[2] += normal[2]; + TriangleNormal( + vertex3f + element[0] * 3, + vertex3f + element[1] * 3, + vertex3f + element[2] * 3, + areaNormal + ); + + if (!areaweighting) + VectorNormalize(areaNormal); + + for (j = 0;j < 3;j++) + { + vectorNormal = normal3f + element[j] * 3; + vectorNormal[0] += areaNormal[0]; + vectorNormal[1] += areaNormal[1]; + vectorNormal[2] += areaNormal[2]; + } } - // now we could divide the vectors by the number of averaged values on - // each vertex... but instead normalize them - for (i = 0, v = normal3f;i < numverts;i++, v += 3) - VectorNormalize(v); + // and just normalize the accumulated vertex normal in the end + vectorNormal = normal3f + 3 * firstvertex; + for (i = 0; i < numvertices; i++, vectorNormal += 3) + VectorNormalize(vectorNormal); } void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, const float *tc0, const float *tc1, const float *tc2, float *svector3f, float *tvector3f, float *normal3f) { float f, tangentcross[3], v10[3], v20[3], tc10[2], tc20[2]; - // 103 add/sub/negate/multiply (1 cycle), 3 divide (20 cycle), 3 sqrt (22 cycle), 4 compare (3 cycle?), total cycles not counting load/store/exchange roughly 241 cycles - // 12 add, 28 subtract, 57 multiply, 3 divide, 3 sqrt, 4 compare, 50% chance of 6 negates + // 79 add/sub/negate/multiply (1 cycle), 1 compare (3 cycle?), total cycles not counting load/store/exchange roughly 82 cycles + // 6 add, 28 subtract, 39 multiply, 1 compare, 50% chance of 6 negates // 6 multiply, 9 subtract VectorSubtract(v1, v0, v10); @@ -687,8 +551,6 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con normal3f[0] = v10[1] * v20[2] - v10[2] * v20[1]; normal3f[1] = v10[2] * v20[0] - v10[0] * v20[2]; normal3f[2] = v10[0] * v20[1] - v10[1] * v20[0]; - // 1 sqrt, 1 divide, 6 multiply, 2 add, 1 compare - VectorNormalize(normal3f); // 12 multiply, 10 subtract tc10[1] = tc1[1] - tc0[1]; tc20[1] = tc2[1] - tc0[1]; @@ -709,9 +571,6 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con tvector3f[0] -= f * normal3f[0]; tvector3f[1] -= f * normal3f[1]; tvector3f[2] -= f * normal3f[2]; - // 2 sqrt, 2 divide, 12 multiply, 4 add, 2 compare - VectorNormalize(svector3f); - VectorNormalize(tvector3f); // if texture is mapped the wrong way (counterclockwise), the tangents // have to be flipped, this is detected by calculating a normal from the // two tangents, and seeing if it is opposite the surface normal @@ -725,75 +584,61 @@ void Mod_BuildBumpVectors(const float *v0, const float *v1, const float *v2, con } // warning: this is a very expensive function! -void Mod_BuildTextureVectorsAndNormals(int numverts, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f) +void Mod_BuildTextureVectorsAndNormals(int firstvertex, int numvertices, int numtriangles, const float *vertex3f, const float *texcoord2f, const int *elements, float *svector3f, float *tvector3f, float *normal3f, qboolean areaweighting) { int i, tnum; float sdir[3], tdir[3], normal[3], *v; const int *e; // clear the vectors if (svector3f) - memset(svector3f, 0, numverts * sizeof(float[3])); + memset(svector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); if (tvector3f) - memset(tvector3f, 0, numverts * sizeof(float[3])); + memset(tvector3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); if (normal3f) - memset(normal3f, 0, numverts * sizeof(float[3])); + memset(normal3f + 3 * firstvertex, 0, numvertices * sizeof(float[3])); // process each vertex of each triangle and accumulate the results for (tnum = 0, e = elements;tnum < numtriangles;tnum++, e += 3) { Mod_BuildBumpVectors(vertex3f + e[0] * 3, vertex3f + e[1] * 3, vertex3f + e[2] * 3, texcoord2f + e[0] * 2, texcoord2f + e[1] * 2, texcoord2f + e[2] * 2, sdir, tdir, normal); - if (svector3f) + if (!areaweighting) { - for (i = 0;i < 3;i++) - { - svector3f[e[i]*3 ] += sdir[0]; - svector3f[e[i]*3+1] += sdir[1]; - svector3f[e[i]*3+2] += sdir[2]; - } + VectorNormalize(sdir); + VectorNormalize(tdir); + VectorNormalize(normal); } + if (svector3f) + for (i = 0;i < 3;i++) + VectorAdd(svector3f + e[i]*3, sdir, svector3f + e[i]*3); if (tvector3f) - { for (i = 0;i < 3;i++) - { - tvector3f[e[i]*3 ] += tdir[0]; - tvector3f[e[i]*3+1] += tdir[1]; - tvector3f[e[i]*3+2] += tdir[2]; - } - } + VectorAdd(tvector3f + e[i]*3, tdir, tvector3f + e[i]*3); if (normal3f) - { for (i = 0;i < 3;i++) - { - normal3f[e[i]*3 ] += normal[0]; - normal3f[e[i]*3+1] += normal[1]; - normal3f[e[i]*3+2] += normal[2]; - } - } + VectorAdd(normal3f + e[i]*3, normal, normal3f + e[i]*3); } // now we could divide the vectors by the number of averaged values on // each vertex... but instead normalize them // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies if (svector3f) - for (i = 0, v = svector3f;i < numverts;i++, v += 3) + for (i = 0, v = svector3f + 3 * firstvertex;i < numvertices;i++, v += 3) VectorNormalize(v); // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies if (tvector3f) - for (i = 0, v = tvector3f;i < numverts;i++, v += 3) + for (i = 0, v = tvector3f + 3 * firstvertex;i < numvertices;i++, v += 3) VectorNormalize(v); // 4 assignments, 1 divide, 1 sqrt, 2 adds, 6 multiplies if (normal3f) - for (i = 0, v = normal3f;i < numverts;i++, v += 3) + for (i = 0, v = normal3f + 3 * firstvertex;i < numvertices;i++, v += 3) VectorNormalize(v); } -surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, int numcollisionvertices, int numcollisiontriangles, qboolean detailtexcoords, qboolean lightmapoffsets, qboolean vertexcolors) +surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriangles, qboolean lightmapoffsets, qboolean vertexcolors, qboolean neighbors) { surfmesh_t *mesh; qbyte *data; - mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (detailtexcoords ? 2 : 0) + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3) * sizeof(int) + numcollisionvertices * sizeof(float[3]) + numcollisiontriangles * sizeof(int[3])); + mesh = Mem_Alloc(mempool, sizeof(surfmesh_t) + numvertices * (3 + 3 + 3 + 3 + 2 + 2 + (vertexcolors ? 4 : 0)) * sizeof(float) + numvertices * (lightmapoffsets ? 1 : 0) * sizeof(int) + numtriangles * (3 + 3 + (neighbors ? 3 : 0)) * sizeof(int)); mesh->num_vertices = numvertices; mesh->num_triangles = numtriangles; - mesh->num_collisionvertices = numcollisionvertices; - mesh->num_collisiontriangles = numcollisiontriangles; data = (qbyte *)(mesh + 1); if (mesh->num_vertices) { @@ -803,8 +648,6 @@ surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriang mesh->data_normal3f = (float *)data, data += sizeof(float[3]) * mesh->num_vertices; mesh->data_texcoordtexture2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; mesh->data_texcoordlightmap2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; - if (detailtexcoords) - mesh->data_texcoorddetail2f = (float *)data, data += sizeof(float[2]) * mesh->num_vertices; if (vertexcolors) mesh->data_lightmapcolor4f = (float *)data, data += sizeof(float[4]) * mesh->num_vertices; if (lightmapoffsets) @@ -813,12 +656,10 @@ surfmesh_t *Mod_AllocSurfMesh(mempool_t *mempool, int numvertices, int numtriang if (mesh->num_triangles) { mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; - mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; + mesh->data_element3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; + if (neighbors) + mesh->data_neighbor3i = (int *)data, data += sizeof(int[3]) * mesh->num_triangles; } - if (mesh->num_collisionvertices) - mesh->data_collisionvertex3f = (float *)data, data += sizeof(float[3]) * mesh->num_collisionvertices; - if (mesh->num_collisiontriangles) - mesh->data_collisionelement3i = (int *)data, data += sizeof(int[3]) * mesh->num_collisiontriangles; return mesh; } @@ -1071,15 +912,12 @@ static rtexture_t *GL_TextureForSkinLayer(const qbyte *in, int width, int height return NULL; } -static int detailtexturecycle = 0; -int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture) +int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture) { imageskin_t s; memset(skinframe, 0, sizeof(*skinframe)); if (!image_loadskin(&s, basename)) return false; - if (usedetailtexture) - skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES]; skinframe->base = R_LoadTexture2D (loadmodel->texturepool, basename, s.basepixels_width, s.basepixels_height, s.basepixels, TEXTYPE_RGBA, textureflags, NULL); if (s.nmappixels != NULL) skinframe->nmap = R_LoadTexture2D (loadmodel->texturepool, va("%s_nmap", basename), s.nmappixels_width, s.nmappixels_height, s.nmappixels, TEXTYPE_RGBA, textureflags, NULL); @@ -1096,18 +934,20 @@ int Mod_LoadSkinFrame(skinframe_t *skinframe, char *basename, int textureflags, if (s.shirtpixels != NULL) skinframe->shirt = R_LoadTexture2D (loadmodel->texturepool, va("%s_shirt", basename), s.shirtpixels_width, s.shirtpixels_height, s.shirtpixels, TEXTYPE_RGBA, textureflags, NULL); } + if (!skinframe->base) + skinframe->base = r_texture_notexture; + if (!skinframe->nmap) + skinframe->nmap = r_texture_blanknormalmap; image_freeskin(&s); return true; } -int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int usedetailtexture, int loadglowtexture, qbyte *skindata, int width, int height) +int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textureflags, int loadpantsandshirt, int loadglowtexture, qbyte *skindata, int width, int height) { qbyte *temp1, *temp2; memset(skinframe, 0, sizeof(*skinframe)); if (!skindata) return false; - if (usedetailtexture) - skinframe->detail = mod_shared_detailtextures[(detailtexturecycle++) % NUM_DETAILTEXTURES]; if (r_shadow_bumpscale_basetexture.value > 0) { temp1 = Mem_Alloc(loadmodel->mempool, width * height * 8); @@ -1140,6 +980,8 @@ int Mod_LoadSkinFrame_Internal(skinframe_t *skinframe, char *basename, int textu skinframe->base = GL_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", basename), palette_nocolormap, textureflags); // no pants or shirt } } + if (!skinframe->nmap) + skinframe->nmap = r_texture_blanknormalmap; return true; }