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https://github.com/w23/xash3d-fwgs
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dd8f06ae60
This is a workaround for inconsistent memory management: some subsystems completely clear their memories and start allocating from zero. This leads to overwriting long lived sprite model with garbage. TODO FIXME
17 lines
675 B
C
17 lines
675 B
C
#pragma once
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#include "vk_common.h"
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void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite );
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int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame );
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void Mod_LoadMapSprite( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded );
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void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags );
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void R_VkSpriteDrawModel( cl_entity_t *e, float blend );
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qboolean R_SpriteInit(void);
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void R_SpriteShutdown(void);
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// FIXME needed to recreate the sprite quad model, otherwise its memory will be freed, reused and corrupted
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void R_SpriteNewMapFIXME(void);
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