experimental shader lights

This commit is contained in:
cholleme 2003-07-31 19:07:49 +00:00
parent 4425729ae6
commit b20f1a10b0

View file

@ -154,6 +154,7 @@ void R_ShadowFromDlight(dlight_t *light) {
l->rspeed = 0;
l->cubescale = 1;
l->castShadow = true;
l->shader = GL_ShaderForName("textures/lights/default");
//Some people will be instulted by the mere existence of this flag.
if (light->pflags & PFLAG_NOSHADOW) {
@ -267,6 +268,7 @@ void R_ShadowFromEntity(entity_t *ent) {
l->rspeed = ent->alpha*512;
l->cubescale = 1;
l->shader = GL_ShaderForName("textures/lights/default");
//Some people will be instulted by the mere existence of this flag.
if (ent->pflags & PFLAG_NOSHADOW) {
@ -2502,6 +2504,9 @@ void R_StaticLightFromEnt(entity_t *ent) {
mbrush_t *b = &mod->brushes[mod->firstmodelbrush];
mbrushside_t *bs = &mod->brushsides[b->firstbrushside];
currentshadowlight->shader = bs->shader->shader;
} else if ((ent->model->type == mod_sprite)) {
msprite_t *psprite = ent->model->cache.data;
currentshadowlight->shader = psprite->frames[0].shader;
} else {
currentshadowlight->shader = GL_ShaderForName("textures/lights/default");
}