- R_SetupSurfaceShader(ent, texture, r_shadow_entityeyeorigin, lightcolorbase, false);
+ model_t *model = ent->model;
+ RSurf_PrepareVerticesForBatch(ent, texture, r_shadow_entityeyeorigin, true, true, numsurfaces, surfacelist);
+ R_SetupSurfaceShader(ent, texture, NULL, r_shadow_entityeyeorigin, lightcolorbase, false);
+ R_Mesh_TexCoordPointer(0, 2, model->surfmesh.data_texcoordtexture2f);
+ R_Mesh_TexCoordPointer(1, 3, rsurface_svector3f);
+ R_Mesh_TexCoordPointer(2, 3, rsurface_tvector3f);
+ R_Mesh_TexCoordPointer(3, 3, rsurface_normal3f);
+ if (texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
+ qglDepthFunc(GL_EQUAL);