}
R_Mesh_ColorPointer(rsurface_lightmapcolor4f);
GL_Color(r, g, b, a);
- if (rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
+ if (lightmode == 0 && rsurface_uselightmaptexture && !(rsurface_texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
else
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
// scan ahead until we find a different texture
endsurface = min(i + 1024, numsurfaces);
texturenumsurfaces = 0;
+ texturesurfacelist[texturenumsurfaces++] = surface;
for (;j < endsurface;j++)
{
surface = rsurface_model->data_surfaces + surfacelist[j];