From ca9afc0283e43aa0e1a75ebbb1902d60f89609ed Mon Sep 17 00:00:00 2001 From: LJW-Dev <48092720+LJW-Dev@users.noreply.github.com> Date: Mon, 27 Apr 2026 17:50:15 +0800 Subject: [PATCH] feat: fixed models flickering and not being drawn due to skinned verts --- src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) diff --git a/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp b/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp index 99171aef..e9639e83 100644 --- a/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp +++ b/src/ObjLoading/Game/T6/BSP/Linker/SkinnedVertsLinker.cpp @@ -11,10 +11,11 @@ namespace BSP SkinnedVertsDef* SkinnedVertsLinker::linkSkinnedVerts(BSPData* bsp) { - // Pretty sure maxSkinnedVerts relates to the max amount of xmodel skinned verts a map will have + // maxSkinnedVerts defines how many model verts can be drawn at once + // Low values cause models not to be drawn, so double origin's maxSkinnedVerts is used as a safe bet SkinnedVertsDef* skinnedVerts = m_memory.Alloc(); skinnedVerts->name = m_memory.Dup("skinnedverts"); - skinnedVerts->maxSkinnedVerts = static_cast(bsp->gfxWorld.xmodels.size() * 1000); + skinnedVerts->maxSkinnedVerts = static_cast(300000); return skinnedVerts; }