Try and do the whole 'surfaceparm noshadow' thing, which apparently got lost somewhere along the way.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6131 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -1609,12 +1609,18 @@ void Q3BSP_GenerateShadowMesh(model_t *model, dlight_t *dl, const qbyte *lightvi
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static void SHM_Shadow_Surface_Shadowmap (msurface_t *surf)
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{
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SHM_Shadow_Cache_Surface(surf);
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if (surf->texinfo->texture->shader->flags & SHADER_NOSHADOWS)
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return;
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SHM_MeshFrontOnly(surf->mesh->numvertexes, surf->mesh->xyz_array, surf->mesh->numindexes, surf->mesh->indexes);
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}
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static void SHM_Shadow_Surface_StencilVolume (msurface_t *surf)
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{
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int v;
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SHM_Shadow_Cache_Surface(surf);
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if (surf->texinfo->texture->shader->flags & SHADER_NOSHADOWS)
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return;
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if (!surf->mesh->istrifan)
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return;
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//build a list of the edges that are to be drawn.
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for (v = 0; v < surf->numedges; v++)
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