SETPVSBIT(lightpvs, leaf->clusterindex);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++)
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
e->numclusters++;
e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++)
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
e->clusterindices[e->numclusters++] = i;
Mem_Free(bytesurfacepvs);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
e->numclusters++;
e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
e->clusterindices[e->numclusters++] = i;
}
SETPVSBIT(lightpvs, leaf->clusterindex);
// make a cluster list for fast visibility checking during rendering
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
e->numclusters++;
e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
- for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq1.num_pvsclusters;i++)
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brush.num_pvsclusters;i++)
if (CHECKPVSBIT(lightpvs, i))
e->clusterindices[e->numclusters++] = i;
}