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Fix for wandering point on polyblended cones. Should now always point directly at viewers eye, rather than perpendicular to the view plane...
(thanks Taniwha)
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1 changed files with 4 additions and 1 deletions
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@ -132,8 +132,11 @@ R_RenderDlight (dlight_t *light)
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else
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else
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glColor3fv (light->color);
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glColor3fv (light->color);
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VectorSubtract (r_origin, light->origin, v);
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VectorNormalize (v);
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for (i = 0; i < 3; i++)
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for (i = 0; i < 3; i++)
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v[i] = light->origin[i] - vpn[i] * rad;
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v[i] = light->origin[i] + v[i] * rad;
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glVertex3fv (v);
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glVertex3fv (v);
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glColor3f (0, 0, 0);
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glColor3f (0, 0, 0);
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