]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
I don't know how this got committed
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 30 Dec 2006 16:28:26 +0000 (16:28 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 30 Dec 2006 16:28:26 +0000 (16:28 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@6672 d7cf8633-e32d-0410-b094-e92efae38249

model_brush.c

index 12afaaebc1a8689ff403a0e4e817736e643d0b3b..47765028630ca56e2897dcc5073e0a2d4e2b2bbb 100644 (file)
@@ -1264,7 +1264,6 @@ static void Mod_Q1BSP_LoadTextures(lump_t *l)
                tx->skinframerate = 1;
                tx->currentskinframe = tx->skinframes;
                tx->skinframes[0].base = r_texture_notexture;
-               tx->backgroundcurrentskinframe = tx->backgroundskinframes;
                tx->basematerialflags = 0;
                if (i == loadmodel->num_textures - 1)
                {
@@ -4397,15 +4396,6 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                                        if (!Mod_LoadSkinFrame(&out->skinframes[j], shader->primarylayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->primarylayer->clampmap ? TEXF_CLAMP : 0), false, true))
                                                Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->primarylayer->texturename[j], j, out->name);
                        }
-                       if (shader->backgroundlayer && cls.state != ca_dedicated)
-                       {
-                               int j;
-                               out->backgroundnumskinframes = shader->backgroundlayer->numframes;
-                               out->backgroundskinframerate = shader->backgroundlayer->framerate;
-                               for (j = 0;j < shader->backgroundlayer->numframes;j++)
-                                       if (!Mod_LoadSkinFrame(&out->backgroundskinframes[j], shader->backgroundlayer->texturename[j], ((shader->surfaceparms & Q3SURFACEPARM_NOMIPMAPS) ? 0 : TEXF_MIPMAP) | TEXF_ALPHA | TEXF_PRECACHE | (shader->textureflags & Q3TEXTUREFLAG_NOPICMIP ? 0 : TEXF_PICMIP) | (shader->backgroundlayer->clampmap ? TEXF_CLAMP : 0), false, true))
-                                               Con_Printf("%s: could not load texture \"%s\" (frame %i) for shader \"%s\"\n", loadmodel->name, shader->backgroundlayer->texturename[j], j, out->name);
-                       }
                }
                else
                {
@@ -4433,7 +4423,6 @@ Q3 shader blendfuncs actually used in the game (* = supported by DP)
                // init the animation variables
                out->currentframe = out;
                out->currentskinframe = &out->skinframes[0];
-               out->backgroundcurrentskinframe = &out->backgroundskinframes[0];
        }
        if (c)
                Con_DPrintf("%s: %i textures missing shaders\n", loadmodel->name, c);