|| ((layer->flags & ALIASLAYER_NODRAW_IF_COLORMAPPED) && ent->colormap >= 0)
|| ((layer->flags & ALIASLAYER_FOG) && !fogenabled)
|| (layer->flags & ALIASLAYER_SPECULAR)
- || ((layer->flags & ALIASLAYER_DIFFUSE) && (r_shadow_realtime_world.integer && r_shadow_realtime_world_lightmaps.value <= 0 && r_ambient.integer <= 0 && r_fullbright.integer == 0 && !(ent->effects & EF_FULLBRIGHT))))
+ || ((layer->flags & ALIASLAYER_DIFFUSE) && (ent->flags & RENDER_LIGHT) && r_lightmapintensity <= 0 && !(ent->flags & RENDER_TRANSPARENT) && r_ambient.integer <= 0))
continue;
}
if (!firstpass || (ent->effects & EF_ADDITIVE))
}
else
{
- fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || r_fullbright.integer || (ent->effects & EF_FULLBRIGHT);
+ fullbright = !(layer->flags & ALIASLAYER_DIFFUSE) || !(ent->flags & RENDER_LIGHT);
if (layer->flags & (ALIASLAYER_COLORMAP_PANTS | ALIASLAYER_COLORMAP_SHIRT))
{
// 128-224 are backwards ranges
}
else
tint[0] = tint[1] = tint[2] = 1;
- if (r_shadow_realtime_world.integer && !fullbright)
- VectorScale(tint, r_shadow_realtime_world_lightmaps.value, tint);
+ if (!fullbright && !(ent->flags & RENDER_TRANSPARENT))
+ colorscale *= r_lightmapintensity;
colorscale *= ifog;
if (fullbright)
GL_Color(tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha);
- else
+ else if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
{
- if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, tint[0] * colorscale, tint[1] * colorscale, tint[2] * colorscale, ent->alpha, false))
+ m.pointer_color = varray_color4f;
+ if (normal3f == NULL)
{
- m.pointer_color = varray_color4f;
- if (normal3f == NULL)
- {
- normal3f = varray_normal3f;
- Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
- }
- R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
+ normal3f = varray_normal3f;
+ Mod_BuildNormals(mesh->num_vertices, mesh->num_triangles, vertex3f, mesh->data_element3i, normal3f);
}
- else
- GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
+ R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, mesh->num_vertices, vertex3f, normal3f, varray_color4f);
}
+ else
+ GL_Color(ambientcolor4f[0], ambientcolor4f[1], ambientcolor4f[2], ambientcolor4f[3]);
}
R_Mesh_State(&m);
GL_LockArrays(0, mesh->num_vertices);
aliasmesh_t *mesh;
aliasskin_t *skin;
float projectdistance, *vertex3f;
- if (ent->effects & EF_ADDITIVE || ent->alpha < 1)
+ if (!(ent->flags & RENDER_SHADOW))
return;
projectdistance = lightradius + ent->model->radius;// - sqrt(DotProduct(relativelightorigin, relativelightorigin));
if (projectdistance > 0.1)
aliaslayer_t *layer;
aliasskin_t *skin;
- if (ent->effects & (EF_ADDITIVE | EF_FULLBRIGHT) || ent->alpha < 1)
- return;
-
R_Mesh_Matrix(&ent->matrix);
fog = 0;
for (meshnum = 0, mesh = ent->model->alias.aliasdata_meshes;meshnum < ent->model->alias.aliasnum_meshes;meshnum++, mesh++)
{
skin = R_FetchAliasSkin(ent, mesh);
+ // FIXME: transparent skins need to be lit during the transparent render
if (skin->flags & ALIASSKIN_TRANSPARENT)
continue;
if (ent->frameblend[0].frame == 0 && ent->frameblend[0].lerp == 1)