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Fixed dynamic light issues
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parent
8ec2359d26
commit
2b6bd8c8d2
14 changed files with 334 additions and 94 deletions
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@ -930,16 +930,16 @@ void R_AddSkelSurfaces( trRefEntity_t *ent ) {
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if( ( *bsurf & 0x40 ) && ( dsurf->numskins > 1 ) ) {
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int iShaderNum = ent->e.skinNum + ( *bsurf & 2 );
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R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum ] ], 0, 0 );
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R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum + 1 ] ], 0, 0);
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R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum ] ], 0 );
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R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum + 1 ] ], 0);
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} else {
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R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0, 0);
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R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0);
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}
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}
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if( ( ent->e.customShader ) && ( ent->e.renderfx & RF_CUSTOMSHADERPASS ) ) {
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shader = R_GetShaderByHandle( ent->e.customShader );
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R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0, 0);
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R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0);
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}
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}
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}
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