;
continue;
}
- if(FAKELIGHT_ENABLED)
+ if(FAKELIGHT_ENABLED || depthonly || prepass)
{
rsurface.lightmaptexture = NULL;
rsurface.deluxemaptexture = NULL;
{
rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
- rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
+ rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
// simply scan ahead until we find a different texture or lightmap state
for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
;
;
continue;
}
- if(FAKELIGHT_ENABLED)
+ if(FAKELIGHT_ENABLED || depthonly || prepass)
{
rsurface.lightmaptexture = NULL;
rsurface.deluxemaptexture = NULL;
{
rsurface.lightmaptexture = surfacelist[i]->lightmaptexture;
rsurface.deluxemaptexture = surfacelist[i]->deluxemaptexture;
- rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL && !depthonly && !prepass;
+ rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
// simply scan ahead until we find a different texture or lightmap state
for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.lightmaptexture == surfacelist[j]->lightmaptexture;j++)
;