int numsurfaces, numleafs, numleafpvsbytes, numshadowtrispvsbytes, numlighttrispvsbytes;
int lighttris, shadowtris;
entity_render_t *ent = r_refdef.scene.worldentity;
- dp_model_t *model = r_refdef.scene.worldmodel;
+ model_t *model = r_refdef.scene.worldmodel;
unsigned char *data;
// compile the light
static void R_Shadow_DrawEntityLight(entity_render_t *ent)
{
- dp_model_t *model = ent->model;
+ model_t *model = ent->model;
if (!model->DrawLight)
return;
// add dynamic entities that are lit by the light
for (i = 0; i < r_refdef.scene.numentities; i++)
{
- dp_model_t *model;
+ model_t *model;
entity_render_t *ent = r_refdef.scene.entities[i];
vec3_t org;
if (!BoxesOverlap(ent->mins, ent->maxs, rtlight->cached_cullmins, rtlight->cached_cullmaxs))