]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rsurf.c
leaktest: also exclude csqc networked entities
[xonotic/darkplaces.git] / gl_rsurf.c
index 707741ab189302f74bd308ee57d7f1aef50165f0..39982495dd2174fc5558183bdcbd7cef98a6e34b 100644 (file)
@@ -69,7 +69,7 @@ void R_BuildLightMap (const entity_render_t *ent, msurface_t *surface)
        templight = (unsigned char *)cl.buildlightmapmemory;
 
        // update cached lighting info
-       surface->cached_dlight = 0;
+       model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = false;
 
        lightmap = surface->lightmapinfo->samples;
 
@@ -259,7 +259,7 @@ loc0:
                        }
                        // force lightmap upload
                        if (stained)
-                               surface->cached_dlight = true;
+                               model->brushq1.lightmapupdateflags[surface - model->data_surfaces] = true;
                }
        }
 
@@ -465,7 +465,7 @@ void R_View_WorldVisibility(qboolean forcenovis)
                }
                // just check if each leaf in the PVS is on screen
                // (unless portal culling is enabled)
-               else if (r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
+               else if (!model->brush.data_portals || r_useportalculling.integer < 1 || (r_useportalculling.integer < 2 && !r_novis.integer))
                {
                        // pvs method:
                        // simply check if each leaf is in the Potentially Visible Set,
@@ -925,12 +925,12 @@ void R_Q1BSP_GetLightInfo(entity_render_t *ent, vec3_t relativelightorigin, floa
                info.pvs = NULL;
        R_UpdateAllTextureInfo(ent);
 
-       if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer)
+       if (r_shadow_frontsidecasting.integer && r_shadow_compilingrtlight && r_shadow_realtime_world_compileportalculling.integer && info.model->brush.data_portals)
        {
                // use portal recursion for exact light volume culling, and exact surface checking
                Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, true, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
        }
-       else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer)
+       else if (r_shadow_frontsidecasting.integer && r_shadow_realtime_dlight_portalculling.integer && info.model->brush.data_portals)
        {
                // use portal recursion for exact light volume culling, but not the expensive exact surface checking
                Portal_Visibility(info.model, info.relativelightorigin, info.outleaflist, info.outleafpvs, &info.outnumleafs, info.outsurfacelist, info.outsurfacepvs, &info.outnumsurfaces, NULL, 0, r_shadow_realtime_dlight_portalculling.integer >= 2, info.lightmins, info.lightmaxs, info.outmins, info.outmaxs, info.outshadowtrispvs, info.outlighttrispvs);
@@ -977,7 +977,7 @@ void R_Q1BSP_CompileShadowVolume(entity_render_t *ent, vec3_t relativelightorigi
 
 extern cvar_t r_polygonoffset_submodel_factor;
 extern cvar_t r_polygonoffset_submodel_offset;
-void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
+void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, const vec3_t relativelightorigin, const vec3_t relativelightdirection, float lightradius, int modelnumsurfaces, const int *modelsurfacelist, const vec3_t lightmins, const vec3_t lightmaxs)
 {
        dp_model_t *model = ent->model;
        msurface_t *surface;
@@ -1030,7 +1030,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
        msurface_t *surface;
        // note: in practice this never actually receives batches), oh well
        R_Shadow_RenderMode_Begin();
-       R_Shadow_RenderMode_ActiveLight((rtlight_t *)rtlight);
+       R_Shadow_RenderMode_ActiveLight(rtlight);
        R_Shadow_RenderMode_Lighting(false, true);
        R_Shadow_SetupEntityLight(ent);
        for (i = 0;i < numsurfaces;i = j)
@@ -1119,6 +1119,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface
                        }
                        batchnumtriangles = 0;
                        batchfirsttriangle = surface->num_firsttriangle;
+                       m = 0; // hush warning
                        for (l = k;l < kend;l++)
                        {
                                surface = batchsurfacelist[l];