if (SVBSP_AddPolygon(&r_svbsp, portal->numpoints, points[0], false, NULL, NULL, 0) & 2)
break;
}
- if (portal == NULL)
+ if (leaf->portals && portal == NULL)
return; // no portals of this leaf visible
}
if (info->svbsp_insertoccluder)
if (castshadow)
SETPVSBIT(info->outshadowtrispvs, t);
}
-#if 0
+#if 1
else if (r_shadow_frontsidecasting.integer)
{
// front side casting occludes backfaces,
const msurface_t *surface;
int i, k, kend, l, endsurface, batchnumsurfaces, texturenumsurfaces;
const msurface_t **texturesurfacelist;
- const int *element3i;
texture_t *tex;
CHECKGLERROR
- element3i = rsurface.modelelement3i;
// this is a double loop because non-visible surface skipping has to be
// fast, and even if this is not the world model (and hence no visibility
// checking) the input surface list and batch buffer are different formats
skinframe_t *skinframe;
if (!r_refdef.scene.worldmodel)
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("There is no worldmodel\n");
+ Con_Printf("There is no worldmodel\n");
return;
}
m = r_refdef.scene.worldmodel;
}
if(!cl.islocalgame || !cl.worldmodel)
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Print("This command works only in singleplayer\n");
+ Con_Print("This command works only in singleplayer\n");
return;
}
r = Cmd_Argv(1);
// t->skinframes[0] = skinframe;
t->currentskinframe = skinframe;
t->currentskinframe = skinframe;
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("%s replaced with %s\n", r, newt);
+ Con_Printf("%s replaced with %s\n", r, newt);
}
else
{
- if (gamemode != GAME_BLOODOMNICIDE)
- Con_Printf("%s was not found\n", newt);
+ Con_Printf("%s was not found\n", newt);
return;
}
}