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fix a problem with shadows being cut short from models near the edge of light radius...
author
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 2 Jul 2005 02:56:48 +0000
(
02:56
+0000)
committer
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 2 Jul 2005 02:56:48 +0000
(
02:56
+0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5479
d7cf8633
-e32d-0410-b094-
e92efae38249
gl_rsurf.c
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diff --git
a/gl_rsurf.c
b/gl_rsurf.c
index 664f70e600ab0ec5073753f51f4219a5aae081f1..50d3f2db1fb0338e395c8088463d8d94619108b9 100644
(file)
--- a/
gl_rsurf.c
+++ b/
gl_rsurf.c
@@
-711,7
+711,7
@@
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
}
else
{
- projectdistance = lightradius + ent->model->radius;
+ projectdistance = lightradius + ent->model->radius
*2
;
Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, modelorg);
for (surfacelistindex = 0;surfacelistindex < numsurfaces;surfacelistindex++)
{