don't accept lights behind a surface, they mess up shading
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9524
d7cf8633-e32d-0410-b094-
e92efae38249
{
//R_SampleRTLights(pos, sample, numoffsets, offsets);
VectorSubtract(lightinfo->origin, pos, relativepoint);
{
//R_SampleRTLights(pos, sample, numoffsets, offsets);
VectorSubtract(lightinfo->origin, pos, relativepoint);
+ // don't accept light from behind a surface, it causes bad shading
+ if (normal && DotProduct(relativepoint, normal) <= 0)
+ continue;
dist2 = VectorLength2(relativepoint);
if (dist2 >= lightinfo->radius2)
continue;
dist2 = VectorLength2(relativepoint);
if (dist2 >= lightinfo->radius2)
continue;