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- Lowered the shadow elevation so they're closer to the
ground. - Fixed gib shadows that cause black ghosts when rotating.
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parent
a29be70dcd
commit
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1 changed files with 8 additions and 4 deletions
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@ -326,7 +326,7 @@ void GL_DrawAliasShadow (dmdl_t *paliashdr, int posenum)
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order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
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height = -lheight + 1.0;
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height = -lheight + 0.1f;
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/* stencilbuffer shadows */
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if (have_stencil && gl_stencilshadow->value) {
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@ -856,11 +856,15 @@ void R_DrawAliasModel (entity_t *e)
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if (currententity->flags & RF_DEPTHHACK)
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qglDepthRange (gldepthmin, gldepthmax);
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#if 1
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//#if 1
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if (gl_shadows->value && !(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL)))
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{
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qglPushMatrix ();
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R_RotateForEntity (e);
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/* don't rotate shadows on ungodly axes */
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qglTranslatef(e->origin[0], e->origin[1], e->origin[2]);
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qglRotatef(e->angles[1], 0, 0, 1);
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qglDisable (GL_TEXTURE_2D);
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qglEnable (GL_BLEND);
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qglColor4ubv (color_black);
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@ -869,6 +873,6 @@ void R_DrawAliasModel (entity_t *e)
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qglDisable (GL_BLEND);
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qglPopMatrix ();
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}
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#endif
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//#endif
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qglColor4ubv (color_white);
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}
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