static void R_DrawLocs(void);
static void R_DrawEntityBBoxes(void);
static void R_DrawModelDecals(void);
-extern void R_DrawModelShadows(void);
-extern void R_DrawModelShadowMaps(void);
+extern void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
+extern void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
extern cvar_t cl_decals_newsystem;
extern qboolean r_shadow_usingdeferredprepass;
void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
{
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
- R_DrawModelShadowMaps();
+ R_DrawModelShadowMaps(fbo, depthtexture, colortexture);
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
- R_DrawModelShadows();
+ R_DrawModelShadows(fbo, depthtexture, colortexture);
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)
if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
- R_DrawModelShadows();
+ R_DrawModelShadows(fbo, depthtexture, colortexture);
R_ResetViewRendering3D(fbo, depthtexture, colortexture);
// don't let sound skip if going slow
if (r_refdef.scene.extraupdate)