if (VectorCompare(loc->mins, loc->maxs))
break;
if (loc)
- Con_Printf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
+ Con_Warnf("Warning: writing loc file containing a mixture of qizmo-style points and proquake-style boxes may not work in qizmo or proquake!\n");
}
for (loc = cl.locnodes;loc;loc = loc->next)
{
ent->state_current.active = true;
ent->render.model = cl_meshentitymodels + i;
Mod_Mesh_Create(ent->render.model, cl_meshentitynames[i]);
- ent->render.alpha = 0.999999f;
+ ent->render.alpha = 1;
ent->render.flags = RENDER_SHADOW | RENDER_LIGHT;
ent->render.framegroupblend[0].lerp = 1;
ent->render.frameblend[0].lerp = 1;
for (q = 0; q < 3; q++)
a[q] = c[q] = dir[q] = 0;
+ ent->render_lightgrid = false;
ent->render_modellight_forced = false;
ent->render_rtlight_disabled = false;
ent->render_modellight_forced = true;
ent->render_rtlight_disabled = true;
}
+ else if (((ent->model && !ent->model->lit) || (ent->model == r_refdef.scene.worldmodel ? mod_q3bsp_lightgrid_world_surfaces.integer : mod_q3bsp_lightgrid_bsp_surfaces.integer))
+ && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brushq3.lightgridtexture && mod_q3bsp_lightgrid_texture.integer)
+ {
+ ent->render_lightgrid = true;
+ // no need to call R_CompleteLightPoint as we base it on render_lightmap_*
+ }
else if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
R_CompleteLightPoint(a, c, dir, shadingorigin, LP_LIGHTMAP, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
else if (r_fullbright_directed.integer)