cvar_t r_testvis = {0, "r_testvis", "0"};
cvar_t r_floatbuildlightmap = {0, "r_floatbuildlightmap", "0"};
cvar_t r_detailtextures = {CVAR_SAVE, "r_detailtextures", "1"};
-cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "0"};
+cvar_t r_surfaceworldnode = {0, "r_surfaceworldnode", "1"};
static int dlightdivtable[32768];
vec3_t center;
if (texture->rendertype != SURFRENDER_OPAQUE)
{
- for (chain = surfchain;(surf = *chain) != NULL;*chain++)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
{
if (surf->visframe == r_framecount)
{
}
}
else
- for (chain = surfchain;(surf = *chain) != NULL;*chain++)
+ for (chain = surfchain;(surf = *chain) != NULL;chain++)
if (surf->visframe == r_framecount)
RSurfShader_Water_Callback(ent, surf - ent->model->surfaces);
}