void R_Q3BSP_DrawFaceList(entity_render_t *ent, q3mtexture_t *t, int texturenumfaces, q3msurface_t **texturefacelist)
{
int i, texturefaceindex;
+ qboolean dolightmap;
+ qboolean dobase;
+ qboolean doambient;
+ qboolean doglow;
+ qboolean dofog;
rmeshstate_t m;
if (!texturenumfaces)
return;
return;
}
// anything else is a typical wall, lightmap * texture + glow
- qboolean dolightmap = (ent->flags & RENDER_LIGHT);
- qboolean dobase = true;
- qboolean doambient = r_ambient.value > 0;
- qboolean doglow = t->skin.glow != NULL;
- qboolean dofog = fogenabled;
+ dolightmap = (ent->flags & RENDER_LIGHT);
+ dobase = true;
+ doambient = r_ambient.value > 0;
+ doglow = t->skin.glow != NULL;
+ dofog = fogenabled;
if (t->textureflags & Q3TEXTUREFLAG_TWOSIDED)
qglDisable(GL_CULL_FACE);
if (!dolightmap && dobase)