color[0] = color[1] = color[2] = 1;
else
{
- R_CompleteLightPoint(color, diffusecolor, diffusenormal, ent->origin, true);
+ vec3_t org;
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ R_CompleteLightPoint(color, diffusecolor, diffusenormal, org, true);
VectorMA(color, 0.5f, diffusecolor, color);
}
color[0] *= ent->colormod[0];
void R_Model_Sprite_Draw(entity_render_t *ent)
{
+ vec3_t org;
if (ent->frameblend[0].frame < 0)
return;
- R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : ent->origin, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
+ Matrix4x4_OriginFromMatrix(&ent->matrix, org);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, r_shadow_rtlight);
}