From eb155f171d675b2c36f09f0bdf348776d2ec2fab Mon Sep 17 00:00:00 2001 From: havoc Date: Sat, 7 Apr 2018 19:20:05 +0000 Subject: [PATCH] Configure all of the CL_MeshEntities* meshes the same, the material flags decide whether each thing should cast a shadow. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@12368 d7cf8633-e32d-0410-b094-e92efae38249 --- cl_main.c | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/cl_main.c b/cl_main.c index dbb774af..d5707029 100644 --- 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); } -- 2.39.2