split r_shadow_realtime into r_shadow_realtime_world (which requires stencil) and...
[xonotic/darkplaces.git] / gl_rsurf.c
index 8ace2fa..ad2b93f 100644 (file)
@@ -1314,7 +1314,7 @@ static void RSurfShader_Wall_Lightmap(const entity_render_t *ent, const texture_
                        }
                }
        }
-       else if (r_shadow_lightingmode >= 2)
+       else if (r_shadow_realtime_world.integer)
        {
                // opaque base lighting
                RSurfShader_OpaqueWall_Pass_OpaqueGlow(ent, texture, surfchain);
@@ -1425,7 +1425,7 @@ void R_PrepareSurfaces(entity_render_t *ent)
 
        R_UpdateTextureInfo(ent);
 
-       if (r_dynamic.integer && r_shadow_lightingmode < 1)
+       if (r_dynamic.integer && !r_shadow_realtime_dlight.integer)
                R_MarkLights(ent);
 
        if (model->light_ambient != r_ambient.value || model->light_scalebit != r_lightmapscalebit)