From 8fd7691a2d0f2a28821599ea33f4ceb242d7bf47 Mon Sep 17 00:00:00 2001 From: LJW-Dev <48092720+LJW-Dev@users.noreply.github.com> Date: Fri, 24 Apr 2026 00:21:38 +0800 Subject: [PATCH] feat: use xmodels to calculate skinnedverts --- src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp index 33dba83e..99171aef 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp @@ -12,10 +12,9 @@ namespace BSP SkinnedVertsDef* SkinnedVertsLinker::linkSkinnedVerts(BSPData* bsp) { // Pretty sure maxSkinnedVerts relates to the max amount of xmodel skinned verts a map will have - // But setting it to the world vertex count seems to work SkinnedVertsDef* skinnedVerts = m_memory.Alloc(); skinnedVerts->name = m_memory.Dup("skinnedverts"); - skinnedVerts->maxSkinnedVerts = static_cast(bsp->gfxWorld.vertices.size()); + skinnedVerts->maxSkinnedVerts = static_cast(bsp->gfxWorld.xmodels.size() * 1000); return skinnedVerts; }