Fixed dynamic light issues

This commit is contained in:
OM 2023-05-15 14:21:16 +02:00
parent 8ec2359d26
commit 2b6bd8c8d2
14 changed files with 334 additions and 94 deletions

View file

@ -930,16 +930,16 @@ void R_AddSkelSurfaces( trRefEntity_t *ent ) {
if( ( *bsurf & 0x40 ) && ( dsurf->numskins > 1 ) ) {
int iShaderNum = ent->e.skinNum + ( *bsurf & 2 );
R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum ] ], 0, 0 );
R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum + 1 ] ], 0, 0);
R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum ] ], 0 );
R_AddDrawSurf( ( surfaceType_t * )surface, tr.shaders[ dsurf->hShader[ iShaderNum + 1 ] ], 0);
} else {
R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0, 0);
R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0);
}
}
if( ( ent->e.customShader ) && ( ent->e.renderfx & RF_CUSTOMSHADERPASS ) ) {
shader = R_GetShaderByHandle( ent->e.customShader );
R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0, 0);
R_AddDrawSurf( ( surfaceType_t * )surface, shader, 0);
}
}
}