+ }
+ if (j >= maxnearlights)
+ {
+ // this light is less significant than all others,
+ // add it to ambient
+ if (intensity > 0)
+ VectorAdd(ambient4f, ambientcolor, ambient4f);
+ }
+ else
+ {
+ nl = nearlight + j;
+ nl->intensity = intensity;
+ // transform the light into the model's coordinate system
+ if (worldcoords)
+ VectorCopy(sl->origin, nl->origin);
+ else
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, nl->origin);
+ // integrate mscale into falloff, for maximum speed
+ nl->falloff = sl->falloff * mscale;
+ VectorCopy(ambientcolor, nl->ambientlight);
+ nl->light[0] = sl->light[0] * stylescale * colorr * 4.0f;
+ nl->light[1] = sl->light[1] * stylescale * colorg * 4.0f;
+ nl->light[2] = sl->light[2] * stylescale * colorb * 4.0f;
+ nl->subtract = sl->subtract;
+ nl->offset = sl->distbias;
+ }
+ }
+ if (!r_shadow_realtime_dlight.integer)
+ {
+ for (i = 0;i < r_numdlights;i++)
+ {
+ rd = r_dlight + i;
+ VectorCopy(rd->origin, v);
+ if (v[0] < ent->mins[0]) v[0] = ent->mins[0];if (v[0] > ent->maxs[0]) v[0] = ent->maxs[0];
+ if (v[1] < ent->mins[1]) v[1] = ent->mins[1];if (v[1] > ent->maxs[1]) v[1] = ent->maxs[1];
+ if (v[2] < ent->mins[2]) v[2] = ent->mins[2];if (v[2] > ent->maxs[2]) v[2] = ent->maxs[2];
+ VectorSubtract (v, rd->origin, v);
+ if (DotProduct(v, v) < rd->cullradius2)