avoid loading OpenGL textures before they have been paged in, bug found by loading Abalyon 5 (from D2X CVS)
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@ -1,3 +1,8 @@
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2006-11-30 Chris Taylor <chris@icculus.org>
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* arch/ogl/ogl.c: avoid loading OpenGL textures before they have
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been paged in, bug found by loading Abalyon 5
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2006-11-26 Chris Taylor <chris@icculus.org>
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* main/game.c, main/gamerend.c: small brace tidy up to allow
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@ -533,9 +533,15 @@ void ogl_cache_level_textures(void)
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}
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else if(Objects[i].render_type==RT_POLYOBJ){
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//printf("robot %i model %i rmodel %i\n", Objects[i].id, Objects[i].rtype.pobj_info.model_num, Robot_info[Objects[i].id].model_num);
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if (Objects[i].type == OBJ_ROBOT)
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{
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ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp1_vclip_num);
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ogl_cache_vclipn_textures(Robot_info[Objects[i].id].exp2_vclip_num);
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ogl_cache_weapon_textures(Robot_info[Objects[i].id].weapon_type);
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}
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if (Objects[i].rtype.pobj_info.tmap_override != -1)
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ogl_loadbmtexture(&GameBitmaps[Textures[Objects[i].rtype.pobj_info.tmap_override].index]);
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else
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ogl_cache_polymodel_textures(Objects[i].rtype.pobj_info.model_num);
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}
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}
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@ -3,6 +3,7 @@ D2X-Rebirth Changelog
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20061224
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--------
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arch/ogl/gr.c: use PhysicsFS to check for existing screenshots, previous method may have caused writing over of open screenshots (from D2X CVS)
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arch/ogl/gr.c: avoid loading OpenGL textures before they have been paged in, bug found by loading Abalyon 5 (from D2X CVS)
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20061219
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--------
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