xash3d-fwgs/ref/vk/vk_sprite.h
Ivan 'provod' Avdeev dd8f06ae60 rt: recreate sprite model on every map
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
2023-05-31 10:15:27 -07:00

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C

#pragma once
#include "vk_common.h"
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite );
int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame );
void Mod_LoadMapSprite( struct model_s *mod, const void *buffer, size_t size, qboolean *loaded );
void Mod_LoadSpriteModel( model_t *mod, const void *buffer, qboolean *loaded, uint texFlags );
void R_VkSpriteDrawModel( cl_entity_t *e, float blend );
qboolean R_SpriteInit(void);
void R_SpriteShutdown(void);
// FIXME needed to recreate the sprite quad model, otherwise its memory will be freed, reused and corrupted
void R_SpriteNewMapFIXME(void);