VectorClear(ent->modellight_ambient);
VectorClear(ent->modellight_diffuse);
VectorClear(tempdiffusenormal);
- if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
+ if (ent->flags & RENDER_LIGHT)
{
vec3_t org;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
else if (FAKELIGHT_ENABLED)
{
- // no modellight if using fakelight for the map
+ // no modellight if using fakelight for the map
}
else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{