Misc bugfixes, including q3bsp-rtlights and bloom. Matrix use clarifications. Working towards skeletal glsl code.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3890 fc73d0e0-1445-4013-8a0c-d673dee63da5
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@ -310,8 +310,8 @@ static qboolean D3_PolyBounds(vec_t result[4], int count, vec4_t *vlist)
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result[3] = -10000;
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for (i = 0; i < count; i++)
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{
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Matrix4_Transform4(r_refdef.m_view, vlist[i], tempv);
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Matrix4_Transform4(r_refdef.m_projection, tempv, v);
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Matrix4x4_CM_Transform4(r_refdef.m_view, vlist[i], tempv);
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Matrix4x4_CM_Transform4(r_refdef.m_projection, tempv, v);
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v[0] /= v[3];
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v[1] /= v[3];
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