]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
renamed brush model pvs stuff to be in brush struct instead of brushq1 and brushq3...
[xonotic/darkplaces.git] / r_shadow.c
index f5d07e3172e2c81a3f3bffc64ba0076392f38280..afd2a85ef087fe120a1f8afe3f49ed22ebc971b1 100644 (file)
@@ -2051,11 +2051,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
                                        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;
 
@@ -2141,11 +2141,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
                                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;
                        }
@@ -2177,11 +2177,11 @@ void R_Shadow_NewWorldLight(vec3_t origin, vec3_t angles, vec3_t color, vec_t ra
                                                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;
                        }