model_t *model = ent->model;
msurface_t *surface;
q3mbrush_t *brush;
+ R_Mesh_Matrix(&ent->matrix);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
- float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value;
+ float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
vec3_t modelorg;
texture_t *texture;
// check the box in modelspace, it was already checked in worldspace
}
else
{
- projectdistance = lightradius + ent->model->radius;
+ projectdistance = lightradius + ent->model->radius*2;
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{
vec3_t lightcolorpants, lightcolorshirt;
// 128-224 are backwards ranges
int b = (ent->colormap & 0xF) << 4;b += (b >= 128 && b < 224) ? 4 : 12;
- if (texture->skin.pants && b >= 224)
+ if (texture->skin.pants && b < 224)
{
qbyte *bcolor = (qbyte *) (&palette_complete[b]);
lightcolorpants[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);
VectorClear(lightcolorpants);
// 128-224 are backwards ranges
b = (ent->colormap & 0xF0);b += (b >= 128 && b < 224) ? 4 : 12;
- if (texture->skin.shirt && b >= 224)
+ if (texture->skin.shirt && b < 224)
{
qbyte *bcolor = (qbyte *) (&palette_complete[b]);
lightcolorshirt[0] = lightcolor[0] * bcolor[0] * (1.0f / 255.0f);