fix funny lump size when fogs are used.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4412 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2013-06-26 19:47:33 +00:00
parent b9292a9d42
commit 601373a1c3
1 changed files with 2 additions and 2 deletions

View File

@ -210,7 +210,7 @@ typedef struct q2mapsurface_s // used internally due to name len probs //ZOID
typedef struct {
char shader[MAX_QPATH];
char shader[64];
int brushNum;
int visibleSide; // the brush side that ray tests need to clip against (-1 == none)
} dfog_t;
@ -3927,7 +3927,7 @@ cmodel_t *CM_LoadMap (char *name, char *filein, qboolean clientload, unsigned *c
loadmodel->textures[i]->shader = R_RegisterShader_Lightmap(loadmodel->textures[i]->name);
}
if (loadmodel->fromgame == fg_quake3)
if (noerrors && loadmodel->fromgame == fg_quake3)
{
i = header.lumps[Q3LUMP_LIGHTMAPS].filelen / (loadmodel->lightmaps.width*loadmodel->lightmaps.height*3);
loadmodel->lightmaps.deluxemapping = !(i&1);