int leafstackpos;
mportal_t *p;
mleaf_t *leafstack[8192];
+ vec3_t cullmins, cullmaxs;
+ float cullbias = r_nearclip.value * 2.0f; // the nearclip plane can easily end up culling portals in certain perfectly-aligned views, causing view blackouts
// simple-frustum portal method:
// follows portals leading outward from viewleaf, does not venture
// offscreen or into leafs that are not visible, faster than
r_refdef.viewcache.world_surfacevisible[*mark] = true;
// follow portals into other leafs
// the checks are:
- // if viewer is behind portal (portal faces outward into the scene)
- // and the portal polygon's bounding box is on the screen
- // and the leaf has not been visited yet
+ // the leaf has not been visited yet
// and the leaf is visible in the pvs
- // (the first two checks won't cause as many cache misses as the leaf checks)
+ // the portal polygon's bounding box is on the screen
for (p = leaf->portals;p;p = p->next)
{
r_refdef.stats[r_stat_world_portals]++;
- if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1)
- && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs]
- && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex)
- && !R_CullBox(p->mins, p->maxs)
- && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0])))
- leafstack[leafstackpos++] = p->past;
+ if (r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs])
+ continue;
+ if (!CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex))
+ continue;
+ cullmins[0] = p->mins[0] - cullbias;
+ cullmins[1] = p->mins[1] - cullbias;
+ cullmins[2] = p->mins[2] - cullbias;
+ cullmaxs[0] = p->maxs[0] + cullbias;
+ cullmaxs[1] = p->maxs[1] + cullbias;
+ cullmaxs[2] = p->maxs[2] + cullbias;
+ if (R_CullBox(cullmins, cullmaxs))
+ continue;
+ if (leafstackpos >= (int)(sizeof(leafstack) / sizeof(leafstack[0])))
+ break;
+ leafstack[leafstackpos++] = p->past;
}
}
}
void R_Q1BSP_DrawDepth(entity_render_t *ent)
{
dp_model_t *model = ent->model;
- if (model == NULL)
+ if (model == NULL || model->surfmesh.isanimated)
return;
GL_ColorMask(0,0,0,0);
GL_Color(1,1,1,1);
// recurse front side first because the svbsp building prefers it
if (info->relativelightorigin[plane->type] >= plane->dist)
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[0];
nodestack[nodestackpos++] = node->children[1];
}
else
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[1];
nodestack[nodestackpos++] = node->children[0];
}
// recurse front side first because the svbsp building prefers it
if (PlaneDist(info->relativelightorigin, plane) >= 0)
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[0];
nodestack[nodestackpos++] = node->children[1];
}
else
{
- if (nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->children[1];
nodestack[nodestackpos++] = node->children[0];
}
#endif
if (info->lightmins[axis] <= node->backmax)
{
- if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK)
+ if (info->lightmaxs[axis] >= node->frontmin && nodestackpos < GETLIGHTINFO_MAXNODESTACK-1)
nodestack[nodestackpos++] = node->front;
nodestack[nodestackpos++] = node->back;
continue;
// note: in practice this never actually receives batches
R_Shadow_RenderMode_Begin();
R_Shadow_RenderMode_ActiveLight(rtlight);
- R_Shadow_RenderMode_Lighting(false, true, false);
+ R_Shadow_RenderMode_Lighting(false, true, rtlight->shadowmapatlassidesize != 0, (ent->flags & RENDER_NOSELFSHADOW) != 0);
R_Shadow_SetupEntityLight(ent);
for (i = 0;i < numsurfaces;i = j)
{
Con_Print("Worldmodel textures :\n");
for(i=0,t=m->data_textures;i<m->num_textures;i++,t++)
- if (t->numskinframes)
+ if (t->name[0] && strcasecmp(t->name, "NO TEXTURE FOUND"))
Con_Printf("%s\n", t->name);
}