//4 feature darkplaces csqc: add builtins to clientside qc for gl calls
extern cvar_t v_flipped;
+extern cvar_t r_equalize_entities_fullbright;
sfx_t *S_FindName(const char *name);
int Sbar_GetSortedPlayerIndex (int index);
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);
// either fullbright or lit
- if (!(staticent->render.effects & EF_FULLBRIGHT) && !r_fullbright.integer)
- staticent->render.flags |= RENDER_LIGHT;
+ if(!r_fullbright.integer)
+ {
+ if (!(staticent->render.effects & EF_FULLBRIGHT))
+ staticent->render.flags |= RENDER_LIGHT;
+ else if(r_equalize_entities_fullbright.integer)
+ staticent->render.flags |= RENDER_LIGHT | RENDER_EQUALIZE;
+ }
// turn off shadows from transparent objects
if (!(staticent->render.effects & (EF_NOSHADOW | EF_ADDITIVE | EF_NODEPTHTEST)) && (staticent->render.alpha >= 1))
staticent->render.flags |= RENDER_SHADOW;
+ if (staticent->render.effects & EF_NODEPTHTEST)
+ staticent->render.flags |= RENDER_NODEPTHTEST;
+ if (staticent->render.effects & EF_ADDITIVE)
+ staticent->render.flags |= RENDER_ADDITIVE;
+ if (staticent->render.effects & EF_DOUBLESIDED)
+ staticent->render.flags |= RENDER_DOUBLESIDED;
CL_UpdateRenderEntity(&staticent->render);
}
mesh.texture = polys->begin_texture;
mesh.num_vertices = polys->begin_vertices;
mesh.num_triangles = polys->begin_vertices-2;
- mesh.data_element3s = polygonelements;
+ mesh.data_element3i = polygonelement3i;
+ mesh.data_element3s = polygonelement3s;
mesh.data_vertex3f = polys->begin_vertex[0];
mesh.data_color4f = polys->begin_color[0];
mesh.data_texcoord2f = polys->begin_texcoord[0];