v[2] = invertex3f + e[2] * 3;
TriangleNormal(v[0], v[1], v[2], normal);
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
- && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+ && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
shadowmarklist[numshadowmark++] = t;
}
}
v[1] = invertex3f + e[1] * 3;
v[2] = invertex3f + e[2] * 3;
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
- && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+ && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
shadowmarklist[numshadowmark++] = t;
}
}
v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
TriangleNormal(v[0], v[1], v[2], normal);
if (r_shadow_frontsidecasting.integer == (DotProduct(normal, projectdirection) < 0)
- && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+ && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
{
Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);
{
v[0] = invertex3f + e[0] * 3, v[1] = invertex3f + e[1] * 3, v[2] = invertex3f + e[2] * 3;
if (r_shadow_frontsidecasting.integer == PointInfrontOfTriangle(projectorigin, v[0], v[1], v[2])
- && TriangleOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
+ && TriangleBBoxOverlapsBox(v[0], v[1], v[2], lightmins, lightmaxs))
{
Matrix4x4_Transform(worldtolight, v[0], p[0]), Matrix4x4_Transform(worldtolight, v[1], p[1]), Matrix4x4_Transform(worldtolight, v[2], p[2]);
mask = R_Shadow_CalcTriangleSideMask(p[0], p[1], p[2], bias);