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authorZack Middleton <zturtleman@gmail.com>2015-03-25 15:28:54 -0500
committerTim Angus <tim@ngus.net>2015-06-07 12:03:37 +0100
commitda27b948bc67b804b7755478fd81ed7da31d6152 (patch)
tree446c8f5a3dca3df3824dee23c0c5186da4d187b4 /src/renderergl1
parent04fa89c0badebfe8e241ae87c501ebdc9016f36d (diff)
Fix MDR surface indexes overflow check
Also, use the check overflow macro like everywhere else.
Diffstat (limited to 'src/renderergl1')
-rw-r--r--src/renderergl1/tr_animation.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/renderergl1/tr_animation.c b/src/renderergl1/tr_animation.c
index 5f401370..af93727f 100644
--- a/src/renderergl1/tr_animation.c
+++ b/src/renderergl1/tr_animation.c
@@ -347,7 +347,7 @@ void RB_MDRSurfaceAnim( mdrSurface_t *surface )
oldFrame = (mdrFrame_t *)((byte *)header + header->ofsFrames +
backEnd.currentEntity->e.oldframe * frameSize );
- RB_CheckOverflow( surface->numVerts, surface->numTriangles );
+ RB_CHECKOVERFLOW( surface->numVerts, surface->numTriangles * 3 );
triangles = (int *) ((byte *)surface + surface->ofsTriangles);
indexes = surface->numTriangles * 3;