Only allow model meshes to have SHADER_MAX_VERTEXES - 1 vertexes
The last index is used to check for buffer overflows. See RB_CheckOverflow and RB_EndSurface.
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@@ -318,17 +318,17 @@ qboolean R_LoadIQM( model_t *mod, void *buffer, int filesize, const char *mod_na
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}
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// check ioq3 limits
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if ( mesh->num_vertexes > SHADER_MAX_VERTEXES )
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if ( mesh->num_vertexes >= SHADER_MAX_VERTEXES )
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{
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ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i verts on %s (%i).\n",
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mod_name, SHADER_MAX_VERTEXES, meshName[0] ? meshName : "a surface",
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mod_name, SHADER_MAX_VERTEXES - 1, meshName[0] ? meshName : "a surface",
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mesh->num_vertexes );
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return qfalse;
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}
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if ( mesh->num_triangles*3 > SHADER_MAX_INDEXES )
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if ( mesh->num_triangles*3 >= SHADER_MAX_INDEXES )
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{
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ri.Printf(PRINT_WARNING, "R_LoadIQM: %s has more than %i triangles on %s (%i).\n",
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mod_name, SHADER_MAX_INDEXES / 3, meshName[0] ? meshName : "a surface",
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mod_name, ( SHADER_MAX_INDEXES / 3 ) - 1, meshName[0] ? meshName : "a surface",
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mesh->num_triangles );
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return qfalse;
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}
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