Instead of increasing the constant you should just remove the MAX_LIGHTMAPS constant altogether. The engine is perfectly capable of rendering any number of lightmaps until the texture memory is full and I think imposing an artificial limit makes no sense.
2010/10/10 Ben Noordhuis <[email protected]> > On Sun, Oct 10, 2010 at 01:02, Zachary <[email protected]> wrote: > > However, we've never lowered that value. I'd rather address why his map > works in idquake3 and not ioquake3 > > Stock Q3 doesn't check MAX_LIGHTMAPS, ioquake3 does (rev 169, "Fix to > buffer overflow in lightmap loading code"). > _______________________________________________ > ioquake3 mailing list > [email protected] > http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org > By sending this message I agree to love ioquake3 and libsdl. >
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