+ if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
+ return;
+ }
+ c_faces++;
+ face->visframe = r_framecount;
+ if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
+ {
+ vec3_t facecenter, center;
+ facecenter[0] = (face->mins[0] + face->maxs[0]) * 0.5f;
+ facecenter[1] = (face->mins[1] + face->maxs[1]) * 0.5f;
+ facecenter[2] = (face->mins[2] + face->maxs[2]) * 0.5f;
+ Matrix4x4_Transform(&ent->matrix, facecenter, center);
+ R_MeshQueue_AddTransparent(center, R_Q3BSP_DrawFace_TransparentCallback, ent, face - ent->model->brushq3.data_faces);
+ return;
+ }
+ R_Mesh_Matrix(&ent->matrix);
+ if (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_OpaqueGlow(ent, face);
+ else if ((ent->effects & EF_FULLBRIGHT) || r_fullbright.integer)
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ else if (face->lightmaptexture)
+ {
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_LightmapOnly(ent, face);
+ else
+ {
+ if (r_textureunits.integer >= 2 && gl_combine.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureLightmapCombine(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Texture(ent, face);
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Lightmap(ent, face);
+ }
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ }
+ else
+ {
+ if (gl_lightmaps.integer)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_VertexOnly(ent, face);
+ else
+ {
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_TextureVertex(ent, face);
+ if (face->texture->skin.glow)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_Glow(ent, face);
+ }
+ }
+ if (r_ambient.value)
+ R_Q3BSP_DrawFace_OpaqueWall_Pass_AddTextureAmbient(ent, face);
+}
+
+void R_Q3BSP_RecursiveWorldNode(entity_render_t *ent, q3mnode_t *node, const vec3_t modelorg, qbyte *pvs, int markframe)
+{
+ int i;
+ q3mleaf_t *leaf;
+ for (;;)
+ {
+ if (R_CullBox(node->mins, node->maxs))
+ return;
+ if (!node->plane)