surfaces = model->data_surfaces;
update = model->brushq1.lightmapupdateflags;
- // update light styles
- if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
- {
- model_brush_lightstyleinfo_t *style;
- // Iterate over each active style
- for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
- {
- if (style->value != r_refdef.scene.lightstylevalue[style->style])
- {
- int *list = style->surfacelist;
- style->value = r_refdef.scene.lightstylevalue[style->style];
- // Iterate over every surface this style applies to
- for (j = 0;j < style->numsurfaces;j++)
- // Update brush entities even if not visible otherwise they'll render solid black.
- if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity)
- update[list[j]] = true;
- }
- }
- }
-
flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
if (debug)
// add visible surfaces to draw list
if (ent == r_refdef.scene.worldentity)
{
+ // update light styles
+ if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
+ {
+ model_brush_lightstyleinfo_t *style;
+ // Iterate over each active style
+ for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
+ {
+ if (style->value != r_refdef.scene.lightstylevalue[style->style])
+ {
+ int *list = style->surfacelist;
+ style->value = r_refdef.scene.lightstylevalue[style->style];
+ // Iterate over every surface this style applies to
+ for (j = 0;j < style->numsurfaces;j++)
+ // Update brush entities even if not visible otherwise they'll render solid black.
+ if(r_refdef.viewcache.world_surfacevisible[list[j]])
+ update[list[j]] = true;
+ }
+ }
+ }
// for the world entity, check surfacevisible
for (i = 0;i < model->nummodelsurfaces;i++)
{
}
else
{
+ // update light styles
+ if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
+ {
+ model_brush_lightstyleinfo_t *style;
+ // Iterate over each active style
+ for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
+ {
+ if (style->value != r_refdef.scene.lightstylevalue[style->style])
+ {
+ int *list = style->surfacelist;
+ style->value = r_refdef.scene.lightstylevalue[style->style];
+ // Iterate over every surface this style applies to
+ for (j = 0;j < style->numsurfaces;j++)
+ update[list[j]] = true;
+ }
+ }
+ }
// add all surfaces
for (i = 0; i < model->nummodelsurfaces; i++)
r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];