S_ExtraUpdate ();
GL_ShowTrisColor(0, 0, 0.033, 1);
- R_ShadowVolumeLighting(false);
+ R_ShadowVolumeLighting(false, false);
R_TimeReport("rtlights");
// don't let sound skip if going slow
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+ if ((r_shadow_visiblelighting.integer || r_shadow_visiblevolumes.integer) && !r_showtrispass)
{
- R_ShadowVolumeLighting(true);
+ R_ShadowVolumeLighting(r_shadow_visiblelighting.integer, r_shadow_visiblevolumes.integer);
R_TimeReport("shadowvolume");
}