continue;
ent = r_refdef.scene.entities[i];
r_refdef.stats[r_stat_entities]++;
- /*
- if (ent->model && !strncmp(ent->model->name, "models/proto_", 13))
- {
- vec3_t f, l, u, o;
- Matrix4x4_ToVectors(&ent->matrix, f, l, u, o);
- Con_Printf("R_DrawModels\n");
- Con_Printf("model %s O %f %f %f F %f %f %f L %f %f %f U %f %f %f\n", ent->model->name, o[0], o[1], o[2], f[0], f[1], f[2], l[0], l[1], l[2], u[0], u[1], u[2]);
- Con_Printf("group: %i %f %i %f %i %f %i %f\n", ent->framegroupblend[0].frame, ent->framegroupblend[0].lerp, ent->framegroupblend[1].frame, ent->framegroupblend[1].lerp, ent->framegroupblend[2].frame, ent->framegroupblend[2].lerp, ent->framegroupblend[3].frame, ent->framegroupblend[3].lerp);
- Con_Printf("blend: %i %f %i %f %i %f %i %f %i %f %i %f %i %f %i %f\n", ent->frameblend[0].subframe, ent->frameblend[0].lerp, ent->frameblend[1].subframe, ent->frameblend[1].lerp, ent->frameblend[2].subframe, ent->frameblend[2].lerp, ent->frameblend[3].subframe, ent->frameblend[3].lerp, ent->frameblend[4].subframe, ent->frameblend[4].lerp, ent->frameblend[5].subframe, ent->frameblend[5].lerp, ent->frameblend[6].subframe, ent->frameblend[6].lerp, ent->frameblend[7].subframe, ent->frameblend[7].lerp);
- }
- */
+
if (ent->model && ent->model->Draw != NULL)
ent->model->Draw(ent);
else
if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
{
model_brush_lightstyleinfo_t *style;
+ // Iterate over each active style
for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
{
if (style->value != r_refdef.scene.lightstylevalue[style->style])
{
int *list = style->surfacelist;
style->value = r_refdef.scene.lightstylevalue[style->style];
+ // Iterate over every surface this style applies to
for (j = 0;j < style->numsurfaces;j++)
- update[list[j]] = true;
+ // Update brush entities even if not visible otherwise they'll render solid black.
+ if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity)
+ update[list[j]] = true;
}
}
}
int updated = 0;
for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
{
- // Update brush entities even if not visible otherwise they'll render solid black.
- if (update[j] && (r_refdef.viewcache.world_surfacevisible[j] || ent != r_refdef.scene.worldentity))
+ if (update[j])
{
updated++;
R_BuildLightMap(ent, surfaces + j);