// set to full bright if no light data
bl = intblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ if (!ent->model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
bl[i] = 255*256;
// set to full bright if no light data
bl = floatblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ if (!ent->model->brushq1.lightdata)
j = 255*256;
else
j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
}
}
}
+ else if (ent->effects & EF_FULLBRIGHT)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
else if (r_shadow_realtime_world.integer)
{
// opaque base lighting
rmeshstate_t m;
if (!face->num_triangles)
return;
+ c_faces++;
if (skyrendernow)
{
skyrendernow = false;
if (face->texture->surfaceflags & (Q3SURFACEFLAG_SKY | Q3SURFACEFLAG_NODRAW))
return;
}
+ c_faces++;
face->visframe = r_framecount;
if ((face->texture->surfaceparms & Q3SURFACEPARM_TRANS) || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
{
{
if (R_CullBox(node->mins, node->maxs))
return;
+ c_nodes++;
R_Q3BSP_RecursiveWorldNode(ent, node->children[0], modelorg, pvs, markframe);
node = node->children[1];
}
if (R_CullBox(node->mins, node->maxs))
return;
+ c_leafs++;
leaf = (q3mleaf_t *)node;
if (pvs[leaf->clusterindex >> 3] & (1 << (leaf->clusterindex & 7)))
for (i = 0;i < leaf->numleaffaces;i++)