ent = cl_meshentities + i;
ent->state_current.active = true;
ent->render.model = cl_meshentitymodels + i;
- ent->render.alpha = 1;
+ ent->render.alpha = 0.999999f; // not quite 1 so that MATERIALFLAG_ALPHA is always set.
ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
ent->render.framegroupblend[0].lerp = 1;
ent->render.frameblend[0].lerp = 1;
VectorSet(ent->render.custommodellight_ambient, 1, 1, 1);
VectorSet(ent->render.custommodellight_diffuse, 0, 0, 0);
VectorSet(ent->render.custommodellight_lightdir, 0, 0, 1);
+ VectorSet(ent->render.render_fullbright, 1, 1, 1);
+ VectorSet(ent->render.render_glowmod, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_ambient, 1, 1, 1);
+ VectorSet(ent->render.render_modellight_diffuse, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_specular, 0, 0, 0);
+ VectorSet(ent->render.render_modellight_lightdir, 0, 0, 1);
+ VectorSet(ent->render.render_lightmap_ambient, 0, 0, 0);
+ VectorSet(ent->render.render_lightmap_diffuse, 1, 1, 1);
+ VectorSet(ent->render.render_lightmap_specular, 1, 1, 1);
+ VectorSet(ent->render.render_rtlight_diffuse, 1, 1, 1);
+ VectorSet(ent->render.render_rtlight_specular, 1, 1, 1);
+
Matrix4x4_CreateIdentity(&ent->render.matrix);
CL_UpdateRenderEntity(&ent->render);
}