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.
>
_______________________________________________
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.

Reply via email to