}
if(R_CompileShader_CheckStaticParms())
- R_GLSL_Restart_f(cmd_client);
+ R_GLSL_Restart_f(cmd_local);
}
qbool R_Shadow_ShadowMappingEnabled(void)
if (r_editlights_sprcubemapnoshadowlight) { R_SkinFrame_MarkUsed(r_editlights_sprcubemapnoshadowlight); }
if (r_editlights_sprselection) { R_SkinFrame_MarkUsed(r_editlights_sprselection); }
if (strncmp(cl.worldname, r_shadow_mapname, sizeof(r_shadow_mapname)))
- R_Shadow_EditLights_Reload_f(cmd_client);
+ R_Shadow_EditLights_Reload_f(cmd_local);
}
void R_Shadow_Init(void)
if (!light)
continue;
R_Shadow_SelectLight(light);
- R_Shadow_EditLights_Edit_f(cmd_client);
+ R_Shadow_EditLights_Edit_f(cmd_local);
}
// return to old selected (to not mess editing once selection is locked)
R_Shadow_SelectLight(oldselected);