GL_AlphaToCoverage(false);
Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
- Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
+ Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
switch(vid.renderpath)
{
Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
VectorNegate(r_refdef.view.left, r_refdef.view.right);
// make an inverted copy of the view matrix for tracking sprites
- Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+ Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
}
void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);