[ioquake3] 22/50: OpenGL2: Draw sun shadows for first person IQM player models

Simon McVittie smcv at debian.org
Sun Jul 23 21:55:23 UTC 2017


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smcv pushed a commit to branch debian/master
in repository ioquake3.

commit e77153766a2beff3b4fd4b115e52e0a617abb9c0
Author: Zack Middleton <zack at cloemail.com>
Date:   Fri Jun 30 13:59:07 2017 -0500

    OpenGL2: Draw sun shadows for first person IQM player models
    
    This makes IQM have the same behavior as MD3 and MDR.
---
 code/renderergl2/tr_model_iqm.c | 3 ++-
 1 file changed, 2 insertions(+), 1 deletion(-)

diff --git a/code/renderergl2/tr_model_iqm.c b/code/renderergl2/tr_model_iqm.c
index ce6d361..67d3491 100644
--- a/code/renderergl2/tr_model_iqm.c
+++ b/code/renderergl2/tr_model_iqm.c
@@ -849,7 +849,8 @@ void R_AddIQMSurfaces( trRefEntity_t *ent ) {
 	surface = data->surfaces;
 
 	// don't add third_person objects if not in a portal
-	personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
+	personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal
+	                 || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
 
 	if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
 		ent->e.frame %= data->num_frames;

-- 
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