]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
don't draw bouncegrid on custom csqc scenes without drawworld
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 16 Aug 2011 08:19:35 +0000 (08:19 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 16 Aug 2011 08:19:35 +0000 (08:19 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11275 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 85c2357b083faaf4673d775b09002522d8b5bd09..435cefe566289a665eefe3492695b77b1bf378ca 100644 (file)
@@ -2331,7 +2331,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2391,7 +2391,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
                if (rsurface.texture->reflectmasktexture)
                        permutation |= SHADERPERMUTATION_REFLECTCUBE;
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)
@@ -2490,7 +2490,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting,
                        // ordinary vertex coloring (q3bsp)
                        mode = SHADERMODE_VERTEXCOLOR;
                }
-               if (r_shadow_bouncegridtexture)
+               if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
                {
                        permutation |= SHADERPERMUTATION_BOUNCEGRID;
                        if (r_shadow_bouncegriddirectional)