}
Mod_MakeSortedSurfaces_qsortsurface_t;
-int Mod_MakeSortedSurfaces_qsortfunc(const void *a, const void *b)
+static int Mod_MakeSortedSurfaces_qsortfunc(const void *a, const void *b)
{
const Mod_MakeSortedSurfaces_qsortsurface_t* l = (Mod_MakeSortedSurfaces_qsortsurface_t*)a;
const Mod_MakeSortedSurfaces_qsortsurface_t* r = (Mod_MakeSortedSurfaces_qsortsurface_t*)b;
{
int i, j;
texture_t *tex;
- unsigned char* included = R_FrameData_Alloc(mod->num_surfaces * sizeof(unsigned char));
+ unsigned char* included = (unsigned char *)R_FrameData_Alloc(mod->num_surfaces * sizeof(unsigned char));
// build the sorted surfaces list properly to reduce material setup
// this is easy because we're just sorting on texture and don't care about the order of textures