numshadowmeshtriangles = 0;
for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
{
- if (surface->texture->basematerialflags & MATERIALFLAG_SOLID)
- {
- surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
- numshadowmeshtriangles += surface->num_triangles;
- }
+ surface->num_firstshadowmeshtriangle = numshadowmeshtriangles;
+ numshadowmeshtriangles += surface->num_triangles;
}
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Begin(loadmodel->mempool, numshadowmeshtriangles * 3, numshadowmeshtriangles, NULL, NULL, NULL, false, false, true);
for (j = 0, surface = loadmodel->data_surfaces;j < loadmodel->num_surfaces;j++, surface++)
- if (surface->texture->basematerialflags & MATERIALFLAG_SOLID)
- Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
+ Mod_ShadowMesh_AddMesh(loadmodel->mempool, loadmodel->brush.shadowmesh, NULL, NULL, NULL, surface->groupmesh->data_vertex3f, NULL, NULL, NULL, NULL, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
loadmodel->brush.shadowmesh = Mod_ShadowMesh_Finish(loadmodel->mempool, loadmodel->brush.shadowmesh, false, true);
Mod_BuildTriangleNeighbors(loadmodel->brush.shadowmesh->neighbor3i, loadmodel->brush.shadowmesh->element3i, loadmodel->brush.shadowmesh->numtriangles);