R_Sky();
}
// LordHavoc: HalfLife maps have freaky skypolys...
- if (!ent->model->brush.ishlbsp)
+ //if (!ent->model->brush.ishlbsp)
{
R_Mesh_Matrix(&ent->matrix);
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);
void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, float lightradius, vec3_t outmins, vec3_t outmaxs, int *outclusterlist, qbyte *outclusterpvs, int *outnumclusterspointer, int *outsurfacelist, qbyte *outsurfacepvs, int *outnumsurfacespointer)
{
r_q1bsp_getlightinfo_t info;
+ VectorCopy(relativelightorigin, info.relativelightorigin);
+ info.lightradius = lightradius;
+ info.lightmins[0] = info.relativelightorigin[0] - info.lightradius;
+ info.lightmins[1] = info.relativelightorigin[1] - info.lightradius;
+ info.lightmins[2] = info.relativelightorigin[2] - info.lightradius;
+ info.lightmaxs[0] = info.relativelightorigin[0] + info.lightradius;
+ info.lightmaxs[1] = info.relativelightorigin[1] + info.lightradius;
+ info.lightmaxs[2] = info.relativelightorigin[2] + info.lightradius;
if (ent->model == NULL)
{
VectorCopy(info.lightmins, outmins);
return;
}
info.model = ent->model;
- VectorCopy(relativelightorigin, info.relativelightorigin);
- info.lightradius = lightradius;
info.outclusterlist = outclusterlist;
info.outclusterpvs = outclusterpvs;
info.outnumclusters = 0;
info.outsurfacelist = outsurfacelist;
info.outsurfacepvs = outsurfacepvs;
info.outnumsurfaces = 0;
- info.lightmins[0] = info.relativelightorigin[0] - lightradius;
- info.lightmins[1] = info.relativelightorigin[1] - lightradius;
- info.lightmins[2] = info.relativelightorigin[2] - lightradius;
- info.lightmaxs[0] = info.relativelightorigin[0] + lightradius;
- info.lightmaxs[1] = info.relativelightorigin[1] + lightradius;
- info.lightmaxs[2] = info.relativelightorigin[2] + lightradius;
VectorCopy(info.relativelightorigin, info.outmins);
VectorCopy(info.relativelightorigin, info.outmaxs);
memset(outclusterpvs, 0, info.model->brush.num_pvsclusterbytes);
{
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
- R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
+ R_Shadow_RenderLighting(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle), surface->groupmesh->data_vertex3f, surface->groupmesh->data_svector3f, surface->groupmesh->data_tvector3f, surface->groupmesh->data_normal3f, surface->groupmesh->data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, NULL, NULL, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, NULL, NULL, t->skin.nmap, t->skin.gloss, lightcubemap, ambientscale, diffusescale, specularscale);
if (surface->texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglEnable(GL_CULL_FACE);
}