VectorScale(lightcolor, f, lightcolor);
}
- if (wl->castshadows && (gl_stencil || visiblevolumes))
+ if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
if (!visiblevolumes)
{
- if (wl->castshadows && gl_stencil)
+ if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil)
R_Shadow_Stage_LightWithShadows();
else
R_Shadow_Stage_LightWithoutShadows();
cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
- if (r_shadow_shadows.integer && (gl_stencil || visiblevolumes))
+ if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes))
{
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
if (!visiblevolumes)
{
- if (r_shadow_shadows.integer && gl_stencil)
+ if (r_shadow_dlightshadows.integer && gl_stencil)
R_Shadow_Stage_LightWithShadows();
else
R_Shadow_Stage_LightWithoutShadows();
VectorNegate(r_viewleft, r_viewright);
GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- if ((r_shadow_realtime_world.integer || r_shadow_shadows.integer) && gl_stencil)
+ if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
else
GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);