changed shadow projection length to use model->radius*2 instead of model->radius
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 1 Jul 2005 06:58:09 +0000 (06:58 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 1 Jul 2005 06:58:09 +0000 (06:58 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5475 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c

index d72dcba..664f70e 100644 (file)
@@ -668,7 +668,7 @@ void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
        model_t *model = ent->model;
        msurface_t *surface;
        int surfacelistindex;
-       float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value;
+       float projectdistance = lightradius + model->radius*2 + r_shadow_projectdistance.value;
        vec3_t modelorg;
        texture_t *texture;
        // check the box in modelspace, it was already checked in worldspace