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Turn off occlusion culling for mirrors and subviews
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a7d1d7f72e
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2 changed files with 2 additions and 2 deletions
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@ -271,7 +271,7 @@ static void R_AddSingleLight( viewLight_t* vLight )
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// RB: test surface visibility by drawing the triangles of the bounds
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// FIXME spot light projections are too short
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if( r_useMaskedOcclusionCulling.GetBool() && !viewInsideLight )
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if( r_useMaskedOcclusionCulling.GetBool() && !viewInsideLight && !viewDef->isMirror && !viewDef->isSubview )
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{
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idVec4 triVerts[8];
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unsigned int triIndices[] = { 0, 1, 2 };
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@ -681,7 +681,7 @@ void R_AddSingleModel( viewEntity_t* vEntity )
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const bool viewInsideSurface = !idRenderMatrix::CullPointToMVP( cullSurfaceProject, localViewOrigin, false );
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// RB: test surface visibility by drawing the triangles of the bounds
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if( r_useMaskedOcclusionCulling.GetBool() && !viewInsideSurface )
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if( r_useMaskedOcclusionCulling.GetBool() && !viewInsideSurface && !viewDef->isMirror && !viewDef->isSubview )
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{
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#if 1
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if( !model->IsStaticWorldModel() && !renderEntity->weaponDepthHack && renderEntity->modelDepthHack == 0.0f )
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