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OpenGL2: Render dlights only when r_lightmap is 0.
https://github.com/ioquake/ioq3/issues/246
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1 changed files with 1 additions and 1 deletions
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@ -1598,7 +1598,7 @@ void RB_StageIteratorGeneric( void )
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//
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//
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// now do any dynamic lighting needed
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// now do any dynamic lighting needed
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//
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//
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if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE
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if ( tess.dlightBits && tess.shader->sort <= SS_OPAQUE && r_lightmap->integer == 0
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&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
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&& !(tess.shader->surfaceFlags & (SURF_NODLIGHT | SURF_SKY) ) ) {
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if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader
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if (tess.shader->numUnfoggedPasses == 1 && tess.xstages[0]->glslShaderGroup == tr.lightallShader
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&& (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer)
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&& (tess.xstages[0]->glslShaderIndex & LIGHTDEF_LIGHTTYPE_MASK) && r_dlightMode->integer)
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