+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ONE;
+ R_Mesh_State(&m);
+ R_Mesh_Matrix(&ent->matrix);
+ GL_Color(0.0125 * r_colorscale, 0.025 * r_colorscale, 0.1 * r_colorscale, 1);
+ for (i = 0, sl = cl.worldmodel->lights;i < cl.worldmodel->numlights;i++, sl++)
+ {
+ if (d_lightstylevalue[sl->style] > 0
+ && ent->maxs[0] >= sl->origin[0] - sl->cullradius
+ && ent->mins[0] <= sl->origin[0] + sl->cullradius
+ && ent->maxs[1] >= sl->origin[1] - sl->cullradius
+ && ent->mins[1] <= sl->origin[1] + sl->cullradius
+ && ent->maxs[2] >= sl->origin[2] - sl->cullradius
+ && ent->mins[2] <= sl->origin[2] + sl->cullradius)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
+ R_DrawBrushModelShadowVolumes (ent, relativelightorigin, sl->cullradius, true);
+ }
+ }
+ for (i = 0, rd = r_dlight;i < r_numdlights;i++, rd++)
+ {
+ if (ent->maxs[0] >= rd->origin[0] - rd->cullradius
+ && ent->mins[0] <= rd->origin[0] + rd->cullradius
+ && ent->maxs[1] >= rd->origin[1] - rd->cullradius
+ && ent->mins[1] <= rd->origin[1] + rd->cullradius
+ && ent->maxs[2] >= rd->origin[2] - rd->cullradius
+ && ent->mins[2] <= rd->origin[2] + rd->cullradius)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ R_DrawBrushModelShadowVolumes (ent, relativelightorigin, rd->cullradius, true);
+ }
+ }