Configure all of the CL_MeshEntities* meshes the same, the material flags decide...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 7 Apr 2018 19:20:05 +0000 (19:20 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 7 Apr 2018 19:20:05 +0000 (19:20 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12368 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c

index dbb774a..d570702 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -2406,7 +2406,7 @@ void CL_MeshEntities_Init(void)
                ent->state_current.active = true;
                ent->render.model = cl_meshentitymodels + i;
                ent->render.alpha = 1;
-               ent->render.flags = RENDER_LIGHT;
+               ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
                ent->render.framegroupblend[0].lerp = 1;
                ent->render.frameblend[0].lerp = 1;
                VectorSet(ent->render.colormod, 1, 1, 1);
@@ -2417,7 +2417,6 @@ void CL_MeshEntities_Init(void)
                Matrix4x4_CreateIdentity(&ent->render.matrix);
                CL_UpdateRenderEntity(&ent->render);
        }
-       cl_meshentities[MESH_CSQCPOLYGONS].render.flags = RENDER_SHADOW | RENDER_LIGHT;
        R_RegisterModule("cl_meshentities", CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart, CL_MeshEntities_Restart);
 }