ref: gl: replace skin texture num bound by a proper check, fixes wrong skin on flags in Adrenaline Gamer

This commit is contained in:
Alibek Omarov 2024-01-05 02:25:10 +03:00
parent 5bd1dd34b3
commit 9d3949a948
1 changed files with 3 additions and 3 deletions

View File

@ -2242,8 +2242,7 @@ static void R_StudioDrawPoints( void )
g_studio.numverts = g_studio.numelems = 0;
// safety bounding the skinnum
m_skinnum = bound( 0, RI.currententity->curstate.skin, ( m_pStudioHeader->numskinfamilies - 1 ));
m_skinnum = RI.currententity->curstate.skin;
ptexture = (mstudiotexture_t *)((byte *)m_pStudioHeader + m_pStudioHeader->textureindex);
pvertbone = ((byte *)m_pStudioHeader + m_pSubModel->vertinfoindex);
pnormbone = ((byte *)m_pStudioHeader + m_pSubModel->norminfoindex);
@ -2253,7 +2252,8 @@ static void R_StudioDrawPoints( void )
pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
pskinref = (short *)((byte *)m_pStudioHeader + m_pStudioHeader->skinindex);
if( m_skinnum != 0 ) pskinref += (m_skinnum * m_pStudioHeader->numskinref);
if( m_skinnum > 0 && m_skinnum < m_pStudioHeader->numskinfamilies )
pskinref += (m_skinnum * m_pStudioHeader->numskinref);
if( FBitSet( m_pStudioHeader->flags, STUDIO_HAS_BONEWEIGHTS ) && m_pSubModel->blendvertinfoindex != 0 && m_pSubModel->blendnorminfoindex != 0 )
{