r_shadowstage = R_SHADOWSTAGE_STENCILTWOSIDE;
qglDisable(GL_CULL_FACE);
qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
- qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
- qglStencilMask(~0);
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
qglActiveStencilFaceEXT(GL_BACK); // quake is backwards, this is front faces
qglStencilMask(~0);
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ qglActiveStencilFaceEXT(GL_FRONT); // quake is backwards, this is back faces
+ qglStencilMask(~0);
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
else
{
return true;
// the light area is visible, set up the scissor rectangle
- GL_Scissor(ix1, vid.realheight - iy2, ix2 - ix1, iy2 - iy1);
+ GL_Scissor(ix1, vid.height - iy2, ix2 - ix1, iy2 - iy1);
//qglScissor(ix1, iy1, ix2 - ix1, iy2 - iy1);
//qglEnable(GL_SCISSOR_TEST);
c_rt_scissored++;
{
// this variable directs the DrawShadowVolume and DrawLight code to capture into the mesh chain instead of rendering
r_shadow_compilingrtlight = rtlight;
- R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->brush.num_surfaces);
+ R_Shadow_EnlargeLeafSurfaceBuffer(model->brush.num_leafs, model->num_surfaces);
model->GetLightInfo(ent, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
numleafpvsbytes = (model->brush.num_leafs + 7) >> 3;
data = Mem_Alloc(r_shadow_mempool, sizeof(int) * numleafs + numleafpvsbytes + sizeof(int) * numsurfaces);
{
// dynamic light, world available and can receive realtime lighting
// calculate lit surfaces and leafs
- R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->brush.num_surfaces);
+ R_Shadow_EnlargeLeafSurfaceBuffer(r_refdef.worldmodel->brush.num_leafs, r_refdef.worldmodel->num_surfaces);
r_refdef.worldmodel->GetLightInfo(r_refdef.worldentity, rtlight->shadoworigin, rtlight->radius, rtlight->cullmins, rtlight->cullmaxs, r_shadow_buffer_leaflist, r_shadow_buffer_leafpvs, &numleafs, r_shadow_buffer_surfacelist, r_shadow_buffer_surfacepvs, &numsurfaces);
leaflist = r_shadow_buffer_leaflist;
leafpvs = r_shadow_buffer_leafpvs;