Then I found this in FTextureManager::AddTexturesLump:
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		if (i == 1 && texture1)
		{
			// The very first texture is just a dummy. Copy its dimensions to texture 0.
			// It still needs to be created in case someone uses it by name.
			offset = LONG(directory[0]);
			const maptexture_t *tex = (const maptexture_t *)((const BYTE *)maptex + offset);
			FDummyTexture *tex0 = static_cast<FDummyTexture *>(Textures[0].Texture);
			tex0->SetSize (SAFESHORT(tex->width), SAFESHORT(tex->height));
		}
It should be:
Code: Select all
			offset = LONG(directory[1]);

