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
This commit is contained in:
Spoike 2021-11-19 19:40:32 +00:00
parent 249b71bdc4
commit 2e4702e41f

View file

@ -1609,12 +1609,18 @@ void Q3BSP_GenerateShadowMesh(model_t *model, dlight_t *dl, const qbyte *lightvi
static void SHM_Shadow_Surface_Shadowmap (msurface_t *surf)
{
SHM_Shadow_Cache_Surface(surf);
if (surf->texinfo->texture->shader->flags & SHADER_NOSHADOWS)
return;
SHM_MeshFrontOnly(surf->mesh->numvertexes, surf->mesh->xyz_array, surf->mesh->numindexes, surf->mesh->indexes);
}
static void SHM_Shadow_Surface_StencilVolume (msurface_t *surf)
{
int v;
SHM_Shadow_Cache_Surface(surf);
if (surf->texinfo->texture->shader->flags & SHADER_NOSHADOWS)
return;
if (!surf->mesh->istrifan)
return;
//build a list of the edges that are to be drawn.
for (v = 0; v < surf->numedges; v++)