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fixed crashes when a DL affects a transparent surface with r_lightmap 1
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3 changed files with 6 additions and 2 deletions
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@ -29,6 +29,8 @@ chg: with r_backend GL3, depth fade with MSAA now requires GLSL 4.00 at a minimu
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chg: with r_backend GL3, alpha to coverage now requires GLSL 4.00 at a minimum
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fix: with r_lightmap 1 and r_dynamiclight 1, lighting transparent surfaces could crash
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fix: r_vertexLight 1 no longer applies to non-lightmapped surfaces
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fix: delayed shader loads could lead to incorrect rendering and crashes (mostly with dynamic lights)
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@ -2339,7 +2339,6 @@ static shader_t* FinishShader()
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stages[0].mtStages = 0;
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shader.lightingStages[ST_DIFFUSE] = 0; // for working dynamic lights
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shader.lightingStages[ST_LIGHTMAP] = 0;
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shader.numStages = 1;
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}
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} else if ( r_lightmap->integer ) {
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// now we deal with r_lightmap on a non-opaque shader
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@ -2367,6 +2366,9 @@ static shader_t* FinishShader()
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for ( int i = 2; i < shader.numStages; ++i ) {
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stages[i].active = qfalse;
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}
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shader.lightingStages[ST_DIFFUSE] = 0; // for working dynamic lights
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shader.lightingStages[ST_LIGHTMAP] = 0;
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}
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}
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}
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@ -345,7 +345,7 @@ static void R_AddLitSurface( msurface_t* surf, const dlight_t* light )
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return; // already in the lit list (or already culled) for this light
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const int stageIndex = surf->shader->lightingStages[ST_DIFFUSE];
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if ( stageIndex < 0 )
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if ( stageIndex < 0 || stageIndex >= surf->shader->numStages )
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return;
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const shaderStage_t* const stage = surf->shader->stages[stageIndex];
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