if (shader->surfaceparms & Q3SURFACEPARM_SKY)
{
- texture->basematerialflags = MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ texture->basematerialflags = MATERIALFLAG_SKY;
if (shader->skyboxname[0])
{
// quake3 seems to append a _ to the skybox name, so this must do so as well
}
else if (texture->surfaceflags & Q3SURFACEFLAG_SKY)
{
- texture->basematerialflags |= MATERIALFLAG_SKY | MATERIALFLAG_NOSHADOW;
+ texture->basematerialflags |= MATERIALFLAG_SKY;
texture->supercontents = SUPERCONTENTS_SKY;
}
else
continue;
if (model && model->TraceLine)
{
- model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK);
+ model->TraceLine(model, NULL, NULL, &trace, pos, lightorigin, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
if (trace.fraction < 1)
continue;
}
if (!normal)
{
// for light grid we'd better check visibility of the offset point
- cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK);
+ cl.worldmodel->TraceLine(cl.worldmodel, NULL, NULL, &trace, pos, offsetpos, SUPERCONTENTS_VISBLOCKERMASK, SUPERCONTENTS_SKY);
if (trace.fraction < 1)
VectorLerp(pos, trace.fraction, offsetpos, offsetpos);
}