int updated = 0;
for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
{
- if (update[j])
+ // Update brush entities even if not visible otherwise they'll render solid black.
+ if (update[j] && (r_refdef.viewcache.world_surfacevisible[j] || ent != r_refdef.scene.worldentity))
{
updated++;
R_BuildLightMap(ent, surfaces + j);