VectorNegate(r_viewleft, r_viewright);
GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
- GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
- else
- GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
- GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
R_AnimateLight();
}
R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f);
R_MarkEntities();
r_farclip = R_FarClip_Finish() + 256.0f;
+ if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
+ else
+ GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
+ GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
R_TimeReport("markentity");
qglDepthFunc(GL_LEQUAL);