diff --git a/mp/src/game/client/clientshadowmgr.cpp b/mp/src/game/client/clientshadowmgr.cpp index 208ebf328..8c666c275 100644 --- a/mp/src/game/client/clientshadowmgr.cpp +++ b/mp/src/game/client/clientshadowmgr.cpp @@ -3859,7 +3859,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i continue; // Calculate an AABB around the shadow frustum - Vector vecAbsMins, vecAbsMaxs; + /* Vector vecAbsMins, vecAbsMaxs; CalculateAABBFromProjectionMatrix( shadow.m_WorldToShadow, &vecAbsMins, &vecAbsMaxs ); Frustum_t viewFrustum; @@ -3871,7 +3871,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i { shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 ); continue; - } + }*/ if ( nActiveDepthShadowCount >= nMaxDepthShadows ) { diff --git a/sp/src/game/client/clientshadowmgr.cpp b/sp/src/game/client/clientshadowmgr.cpp index 6647fbdf8..b2f9baa95 100644 --- a/sp/src/game/client/clientshadowmgr.cpp +++ b/sp/src/game/client/clientshadowmgr.cpp @@ -3856,7 +3856,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i continue; // Calculate an AABB around the shadow frustum - Vector vecAbsMins, vecAbsMaxs; + /* Vector vecAbsMins, vecAbsMaxs; CalculateAABBFromProjectionMatrix( shadow.m_WorldToShadow, &vecAbsMins, &vecAbsMaxs ); Frustum_t viewFrustum; @@ -3868,7 +3868,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i { shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 ); continue; - } + }*/ if ( nActiveDepthShadowCount >= nMaxDepthShadows ) {