View Revisions: Issue #5141

Summary 0005141: idImage::ActuallyLoadImage should always load CPU-side data
Revision 03.02.2020 17:44 by stgatilov
Steps To Reproduce 0) In idRenderWorldLocal::ParseModel, temporarily comment out preload code.
1) Install test_raincollision FM.
2) Set "com_smp 1".
3) Start new game or execute "map rain".
4) Check that rain stops on obstacles (at least on roof). "Use r_showTris 1" to make it easier.
Revision 03.02.2020 17:16 by stgatilov
Steps To Reproduce Using cutoffTimeMap in particle system does not work, because dimensions of loaded image are checked at the moment of parsing.

1) Install test_raincollision FM.
2) Set "com_smp 1".
3) Start new game or execute "map rain".
4) Set "developer 1".
5) Find section which says that "This section uses hardcoded cutoffMap".
6) Check that rain stops on obstacles (at least on roof). "Use r_showTris 1" to make it easier.

Currently rain will go through all obstacles and you will see the following warning in console:
  'cutoffTimeMap' ignored: dimensions must match specified in 'mapLayout'
That's because when dimensions were checked, image did not load despite it was asked to.