Comments (3)
I think this is the same as issue #58 that I reported previously
from darkplaces.
Ah, I didn't see that issue -- my bad.
from darkplaces.
Solution:
loadmodel->brush.solidskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_solidtexture", 0 , (unsigned char *) solidpixels, w, h, 0, 0, 0, vid.sRGB3D, true);
loadmodel->brush.alphaskyskinframe = R_SkinFrame_LoadInternalBGRA("sky_alphatexture", TEXF_ALPHA, (unsigned char *) alphapixels, w, h, 0, 0, 0, vid.sRGB3D, true);
Extra field for R_SkinFrame_LoadInternal qbool is_q1skyload, only above is it set to true.
skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags,
const unsigned char *skindata, int width, int height, int comparewidth,
int compareheight, int comparecrc, qbool sRGB, qbool is_q1skyload)
{
int i;
skinframe_t *skinframe;
char vabuf[1024];
if (cls.state == ca_dedicated)
return NULL;
// if already loaded just return it, otherwise make a new skinframe
skinframe = R_SkinFrame_Find(name, textureflags, comparewidth, compareheight, comparecrc, true);
if (skinframe->base) {
if (is_q1skyload) {
R_SkinFrame_PurgeSkinFrame(skinframe);
} else {
return skinframe;
}
}
It's not quite "right" as this solution always forces fresh load of q1sky even if the new texture was the same as the old, but it does solve the issue.
from darkplaces.
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from darkplaces.