[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
This is an automated email from the git hooks/post-receive script.
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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