int i;
const mlight_t *sl;
vec3_t v;
- if (r_shadow_realtime_dlight.integer || gl_flashblend.integer)
+ if (r_shadow_realtime_world.integer)
return;
VectorSubtract(ent->origin, ent->entlightsorigin, v);
if (ent->entlightsframe != (r_framecount - 1) || (realtime > ent->entlightstime && DotProduct(v,v) >= 1.0f))