}
}
- R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+ R_UpdateTexture(surface->lightmaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
// update the surface's deluxemap if it has one
if (surface->deluxemaptexture != r_texture_blanknormalmap)
l = (int)(n[2] * 128 + 128);out[0] = bound(0, l, 255);
out[3] = 255;
}
- R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], smax, tmax);
+ R_UpdateTexture(surface->deluxemaptexture, templight, surface->lightmapinfo->lightmaporigin[0], surface->lightmapinfo->lightmaporigin[1], 0, smax, tmax, 1);
}
}
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
- GL_AlphaTest(false);
// R_Mesh_ResetTextureState();
R_SetupShader_DepthOrShadow();
if (ent == r_refdef.scene.worldentity)