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In the renderers, dlightbits are never cleared from world surfaces. The dlight image does not repeat, so if it draws on extra surfaces it's not visible. However if using a repeating image (tr.defaultImage instead of tr.dlightImage); * In OpenGL1 image is only drawn on surfaces close to dlight origin. * In OpenGL2 image is draw on surfaces clearly outside the dlight radius, including past non-dlighted surfaces. It seems there was a similar issue with pshadowBits. So update surface dlightBits even if 0, like already done for pshadowBits. This causes only surfaces close to origin to be affected. (Though it is a little farther than in OpenGL1.) I have no idea why this isn't a problem in OpenGL1. |
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.. | ||
AL | ||
asm | ||
botlib | ||
cgame | ||
client | ||
game | ||
jpeg-8c | ||
libcurl-7.35.0/curl | ||
libogg-1.3.1 | ||
libs | ||
libspeex | ||
libvorbis-1.3.4 | ||
null | ||
opus-1.1 | ||
opusfile-0.5 | ||
q3_ui | ||
qcommon | ||
renderercommon | ||
renderergl1 | ||
renderergl2 | ||
sdl | ||
SDL12/include | ||
server | ||
sys | ||
tools | ||
ui | ||
zlib |