- Lowered the shadow elevation so they're closer to the

ground.
- Fixed gib shadows that cause black ghosts when rotating.
This commit is contained in:
Jamie Wilkinson 2002-05-03 09:17:01 +00:00
parent a29be70dcd
commit e6e56b43b3

View file

@ -326,7 +326,7 @@ void GL_DrawAliasShadow (dmdl_t *paliashdr, int posenum)
order = (int *)((byte *)paliashdr + paliashdr->ofs_glcmds);
height = -lheight + 1.0;
height = -lheight + 0.1f;
/* stencilbuffer shadows */
if (have_stencil && gl_stencilshadow->value) {
@ -856,11 +856,15 @@ void R_DrawAliasModel (entity_t *e)
if (currententity->flags & RF_DEPTHHACK)
qglDepthRange (gldepthmin, gldepthmax);
#if 1
//#if 1
if (gl_shadows->value && !(currententity->flags & (RF_TRANSLUCENT | RF_WEAPONMODEL)))
{
qglPushMatrix ();
R_RotateForEntity (e);
/* don't rotate shadows on ungodly axes */
qglTranslatef(e->origin[0], e->origin[1], e->origin[2]);
qglRotatef(e->angles[1], 0, 0, 1);
qglDisable (GL_TEXTURE_2D);
qglEnable (GL_BLEND);
qglColor4ubv (color_black);
@ -869,6 +873,6 @@ void R_DrawAliasModel (entity_t *e)
qglDisable (GL_BLEND);
qglPopMatrix ();
}
#endif
//#endif
qglColor4ubv (color_white);
}