rollback that shadowmesh fix, I was thinking about it incorrectly
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 29 Aug 2005 05:48:32 +0000 (05:48 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 29 Aug 2005 05:48:32 +0000 (05:48 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5669 d7cf8633-e32d-0410-b094-e92efae38249

model_brush.c

index 411a52f..4cca197 100644 (file)
@@ -3008,16 +3008,12 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        numshadowmeshtriangles = 0;
        for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
        {
-               if (surface->texture->basematerialflags & MATERIALFLAG_SOLID)
-               {
-                       surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
-                       numshadowmeshtriangles += surface->num_triangles;
-               }
+               surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
+               numshadowmeshtriangles += surface->num_triangles;
        }
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
        for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
-               if (surface->texture->basematerialflags & MATERIALFLAG_SOLID)
-                       Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+               Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
        loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
        Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);