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Fix missing tess.surfaceShader set in MarkShaderBuild() #1665

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May 8, 2025
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3 changes: 2 additions & 1 deletion src/engine/renderer/GeometryOptimiser.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -122,8 +122,9 @@ void MarkShaderBuildFog( const shaderStage_t* pStage ) {
gl_fogQuake3Shader->MarkProgramForBuilding( 0 );
}

void MarkShaderBuild( const shader_t* shader, const int lightMapNum, const bool bspSurface,
void MarkShaderBuild( shader_t* shader, const int lightMapNum, const bool bspSurface,
const bool vertexSkinning, const bool vertexAnimation ) {
tess.surfaceShader = shader;
tess.bspSurface = bspSurface;
tess.lightmapNum = lightMapNum;

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2 changes: 1 addition & 1 deletion src/engine/renderer/GeometryOptimiser.h
Original file line number Diff line number Diff line change
Expand Up @@ -113,7 +113,7 @@ void MarkShaderBuildIQM( const IQModel_t* model );
void MarkShaderBuildMDV( const mdvModel_t* model );
void MarkShaderBuildMD5( const md5Model_t* model );

void MarkShaderBuild( const shader_t* shader, const int lightMapNum, const bool bspSurface,
void MarkShaderBuild( shader_t* shader, const int lightMapNum, const bool bspSurface,
const bool vertexSkinning, const bool vertexAnimation );

void OptimiseMapGeometryCore( world_t* world, bspSurface_t** rendererSurfaces, int numSurfaces );
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