diffusecolor[0] = rsurface.modellight_diffuse[0] * r * f;
diffusecolor[1] = rsurface.modellight_diffuse[1] * g * f;
diffusecolor[2] = rsurface.modellight_diffuse[2] * b * f;
- if (VectorLength2(diffusecolor) > 0)
+ if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
{
// generate color arrays for the surfaces in this list
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
- if ((rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) && rsurface.normal3f)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
r_refdef.lightmapintensity = 1;
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3], false, false);