Ken Birdwell wrote: > It rarely happens, but you can't count on the pointer being valid > between subsequent calls to g_engfuncs.pfnGetModelPointer(), since the > engine can move or throw away model data if something else needs the > memory. In theory, each call to g_engfuncs.pfnGetModelPointer() could > force a cache flush and any pointers it returned earlier will no longer > be valid.
Thanks for the clarification. > I also recommend against loading a private copy of the model Any particular reason, other than not wasting RAM? At this point, I don't really plan to, just curious. I'm trying to get the model data from within the shared physics code, which is a bit problematic on the server, since it appears pmove->physent[i].studiomodel is always NULL. So I see two possible solutions: load the model file myself, or link to a C++ module with functions to get the data from the engine and process it. (I'm currently planning on using the latter). P.S. While we're at it, is there any way I can get a pointer to the engine's copy of the bsp file? Thanks again. Jim _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

