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Make sure 'surfaceparm noshadows' works for q3bsp.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6132 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2021-12-20 10:05:47 +00:00
parent 2e4702e41f
commit 7e985b431b

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@ -1277,7 +1277,7 @@ static void SHM_RecursiveWorldNodeQ3_r (dlight_t *dl, mnode_t *node)
//FIXME: radius check
SHM_Shadow_Cache_Surface(surf);
if (sh_shmesh->type == SMT_SHADOWMAP)
if (sh_shmesh->type == SMT_SHADOWMAP && !(surf->texinfo->texture->shader->flags & SHADER_NOSHADOWS))
SHM_MeshFrontOnly(surf->mesh->numvertexes, surf->mesh->xyz_array, surf->mesh->numindexes, surf->mesh->indexes);
}
return;
@ -1482,7 +1482,7 @@ static void SHM_ComposeVolume_BruteForce(dlight_t *dl)
sms = &sh_shmesh->batches[tno];
if (!sms->count)
continue;
if ((cl.worldmodel->shadowbatches[tno].tex->shader->flags & (SHADER_BLEND|SHADER_NODRAW)))
if ((cl.worldmodel->shadowbatches[tno].tex->shader->flags & (SHADER_BLEND|SHADER_NODRAW|SHADER_NOSHADOWS)))
continue;
for (sno = 0; sno < sms->count; sno++)