fix some rtlight issues on q2bsp. this has a sideeffect of about trippling framerates, as well as enabling shadows and stopping glitches... a win all round... yay.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4551 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 8 additions and 1 deletions
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@ -803,7 +803,9 @@ static void SHM_RecursiveWorldNodeQ2_r (dlight_t *dl, mnode_t *node)
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if (node->contents != -1)
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if (node->contents != -1)
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{
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{
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pleaf = (mleaf_t *)node;
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pleaf = (mleaf_t *)node;
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SHM_Shadow_Cache_Leaf(pleaf);
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if (pleaf->cluster >= 0)
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sh_shmesh->litleaves[pleaf->cluster>>3] |= 1<<(pleaf->cluster&7);
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mark = pleaf->firstmarksurface;
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mark = pleaf->firstmarksurface;
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c = pleaf->nummarksurfaces;
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c = pleaf->nummarksurfaces;
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@ -901,6 +903,11 @@ static void SHM_RecursiveWorldNodeQ2_r (dlight_t *dl, mnode_t *node)
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if ((s*s+t*t+dot*dot) < maxdist)
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if ((s*s+t*t+dot*dot) < maxdist)
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{
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{
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SHM_Shadow_Cache_Surface(surf);
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SHM_Shadow_Cache_Surface(surf);
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if (sh_shmesh->type == SMT_SHADOWMAP)
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{
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SHM_MeshFrontOnly(surf->mesh->numvertexes, surf->mesh->xyz_array, surf->mesh->numindexes, surf->mesh->indexes);
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continue;
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}
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if (sh_shmesh->type != SMT_STENCILVOLUME)
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if (sh_shmesh->type != SMT_STENCILVOLUME)
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continue;
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continue;
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