----------------------------------------------------------------- */
/* vertex lit surfaces don't need this information */
- if ( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES ) {
+ if ( si->compileFlags & C_VERTEXLIT || ds->type == SURFACE_TRIANGLES || nolm == qtrue ) {
VectorClear( ds->lightmapAxis );
//% VectorClear( ds->lightmapVecs[ 2 ] );
ds->sampleSize = 0;
}
/* ydnar: remap shader */
- if ( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] ) {
+/* if ( ds->shaderInfo->remapShader && ds->shaderInfo->remapShader[ 0 ] ) {
ds->shaderInfo = ShaderInfoForShader( ds->shaderInfo->remapShader );
}
-
+*/
/* ydnar: gs mods: handle the various types of surfaces */
switch ( ds->type )
{