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changed shadow projection length to use model->radius*2 instead of model->radius
author
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 1 Jul 2005 06:58:09 +0000
(06:58 +0000)
committer
havoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 1 Jul 2005 06:58:09 +0000
(06:58 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5475
d7cf8633
-e32d-0410-b094-
e92efae38249
gl_rsurf.c
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diff --git
a/gl_rsurf.c
b/gl_rsurf.c
index d72dcbab094c3d13bba9d89ab3505230d28cf9ca..664f70e600ab0ec5073753f51f4219a5aae081f1 100644
(file)
--- a/
gl_rsurf.c
+++ b/
gl_rsurf.c
@@
-668,7
+668,7
@@
void R_Q1BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
model_t *model = ent->model;
msurface_t *surface;
int surfacelistindex;
- float projectdistance = lightradius + model->radius + r_shadow_projectdistance.value;
+ float projectdistance = lightradius + model->radius
*2
+ r_shadow_projectdistance.value;
vec3_t modelorg;
texture_t *texture;
// check the box in modelspace, it was already checked in worldspace