Enable shadowmapping on transparent surfaces.
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Sep 2016 23:06:22 +0000 (23:06 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 11 Sep 2016 23:06:22 +0000 (23:06 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12282 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c

index c86bf2f..93dd027 100644 (file)
@@ -1449,7 +1449,7 @@ static void R_Q1BSP_DrawLight_TransparentCallback(const entity_render_t *ent, co
        // note: in practice this never actually receives batches
        R_Shadow_RenderMode_Begin();
        R_Shadow_RenderMode_ActiveLight(rtlight);
-       R_Shadow_RenderMode_Lighting(false, true, false, (ent->flags & RENDER_NOSELFSHADOW) != 0);
+       R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
        R_Shadow_SetupEntityLight(ent);
        for (i = 0;i < numsurfaces;i = j)
        {