fix a problem with shadows being cut short from models near the edge of light radius...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 2 Jul 2005 02:56:48 +0000 (02:56 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 2 Jul 2005 02:56:48 +0000 (02:56 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5479 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c

index 664f70e..50d3f2d 100644 (file)
@@ -711,7 +711,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        }
        else
        {
-               projectdistance = lightradius + ent->model->radius;
+               projectdistance = lightradius + ent->model->radius*2;
                Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
                for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
                {