void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
{
dp_model_t *model = ent->model;
- msurface_t *surface;
+ const msurface_t *surface;
int modelsurfacelistindex;
float projectdistance = relativelightdirection ? lightradius : lightradius + model->radius*2 + r_shadow_projectdistance.value;
// check the box in modelspace, it was already checked in worldspace
void R_Q1BSP_DrawShadowMap(int side, entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const unsigned char *surfacesides, const vec3_t lightmins, const vec3_t lightmaxs)
{
dp_model_t *model = ent->model;
- msurface_t *surface, *batch[1024];
+ const msurface_t *surface, *batch[1024];
int modelsurfacelistindex, batchsize;
// check the box in modelspace, it was already checked in worldspace
if (!BoxesOverlap(model->normalmins, model->normalmaxs, lightmins, lightmaxs))
{
int i, j, endsurface;
texture_t *t;
- msurface_t *surface;
+ const msurface_t *surface;
// note: in practice this never actually receives batches), oh well
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surfacelist, const unsigned char *trispvs)
{
dp_model_t *model = ent->model;
- msurface_t *surface;
+ const msurface_t *surface;
int i, k, kend, l, m, mend, endsurface, batchnumsurfaces, batchnumtriangles, batchfirstvertex, batchlastvertex, batchfirsttriangle;
qboolean usebufferobject, culltriangles;
const int *element3i;