Matrix4x4_CreateFromQuakeEntity(&staticent->render.matrix, ent->fields.client->origin[0], ent->fields.client->origin[1], ent->fields.client->origin[2], ent->fields.client->angles[0], ent->fields.client->angles[1], ent->fields.client->angles[2], staticent->render.scale);
CL_UpdateRenderEntity(&staticent->render);
- // transparent stuff can't be lit during the opaque stage
- if (staticent->render.effects & (EF_ADDITIVE | EF_NODEPTHTEST) || staticent->render.alpha < 1)
- staticent->render.flags |= RENDER_TRANSPARENT;
- // double sided rendering mode causes backfaces to be visible
- // (mostly useful on transparent stuff)
- if (staticent->render.effects & EF_DOUBLESIDED)
- staticent->render.flags |= RENDER_NOCULLFACE;
// either fullbright or lit
if (!(staticent->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
staticent->render.flags |= RENDER_LIGHT;
// turn off shadows from transparent objects
- if (!(staticent->render.effects & EF_NOSHADOW)
- && !(staticent->render.flags & RENDER_TRANSPARENT))
+ if (!(staticent->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (staticent->render.alpha >= 1))
staticent->render.flags |= RENDER_SHADOW;
}
else