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authorZack Middleton <zturtleman@gmail.com>2013-09-04 20:36:45 -0500
committerTim Angus <tim@ngus.net>2014-06-17 17:43:34 +0100
commit57ba5d4419af6c57be928ca57da090622411215f (patch)
tree75df570a5f8827cb6977fd3ca6ba1478c4c4e41e /src/renderergl1/tr_image.c
parentcc05b29d64d1452085daa74f47c49675ffb89e54 (diff)
Fix crash caused by too many surfaces in skin
Diffstat (limited to 'src/renderergl1/tr_image.c')
-rw-r--r--src/renderergl1/tr_image.c5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/renderergl1/tr_image.c b/src/renderergl1/tr_image.c
index 665038c9..e91df62f 100644
--- a/src/renderergl1/tr_image.c
+++ b/src/renderergl1/tr_image.c
@@ -1603,6 +1603,11 @@ qhandle_t RE_RegisterSkin( const char *name ) {
// parse the shader name
token = CommaParse( &text_p );
+ if ( skin->numSurfaces >= MD3_MAX_SURFACES ) {
+ ri.Printf( PRINT_WARNING, "WARNING: Ignoring surfaces in '%s', the max is %d surfaces!\n", name, MD3_MAX_SURFACES );
+ break;
+ }
+
surf = skin->surfaces[ skin->numSurfaces ] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );