entity_render_t *ent = r_refdef.entities[i];
if (BoxesOverlap(ent->mins, ent->maxs, rtlight->cullmins, rtlight->cullmaxs)
&& ent->model
- && !(ent->flags & RENDER_TRANSPARENT)
&& (r_refdef.worldmodel == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS == NULL || r_refdef.worldmodel->brush.BoxTouchingLeafPVS(r_refdef.worldmodel, leafpvs, ent->mins, ent->maxs)))
{
// about the VectorDistance2 - light emitting entities should not cast their own shadow