This fixes an issue where the skybox textures of the first map you load
stick around in subsequent maps. There was a missing call to
R_SkinFrame_PurgeSkinFrame. Also use memset to clear skyname for good
measure. This may not have actually been part of the bug but it's harmless
and it wasn't clearing the entire array previously.
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12527
d7cf8633-e32d-0410-b094-
e92efae38249
{
if (skyboxskinframe[i])
{
- // TODO: make a R_SkinFrame_Purge for single skins...
+ R_SkinFrame_PurgeSkinFrame(skyboxskinframe[i]);
c++;
}
skyboxskinframe[i] = NULL;
void R_ResetSkyBox(void)
{
R_UnloadSkyBox();
- skyname[0] = 0;
+ memset(skyname,0,MAX_QPATH);
R_LoadSkyBox();
}