int surfaceindex;
int t;
int nodeleafindex;
- const int *nodeleaflist;
int currentmaterialflags;
qboolean castshadow;
msurface_t *surface;
node = bih->nodes + nodenum;
if (node->type == BIH_UNORDERED)
{
- nodeleaflist = node->children;
for (nodeleafindex = 0;nodeleafindex < BIH_MAXUNORDEREDCHILDREN && node->children[nodeleafindex] >= 0;nodeleafindex++)
{
leaf = bih->leafs + node->children[nodeleafindex];
for (kend = k;kend < batchnumsurfaces && tex == batchsurfacelist[kend]->texture;kend++)
;
// now figure out what to do with this particular range of surfaces
- if (!(rsurface.texture->currentmaterialflags & MATERIALFLAG_WALL))
+ // VorteX: added MATERIALFLAG_NORTLIGHT
+ if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL + MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL)
continue;
if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA)))
continue;