fix the quake logo shadow in e1m5 (ALL surfaces were producing shadow volumes, includ...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 29 Aug 2005 05:43:41 +0000 (05:43 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 29 Aug 2005 05:43:41 +0000 (05:43 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5667 d7cf8633-e32d-0410-b094-e92efae38249

model_brush.c

index 4cca197..0c4598e 100644 (file)
@@ -3013,7 +3013,8 @@ void Mod_Q1BSP_Load(model_t *mod, void *buffer, void *bufferend)
        }
        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++)
-               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));
+               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));
        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);