permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (r_shadow_bouncegridtexture)
+ if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
if (r_shadow_bouncegriddirectional)
permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (r_shadow_bouncegridtexture)
+ if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
if (r_shadow_bouncegriddirectional)
// ordinary vertex coloring (q3bsp)
mode = SHADERMODE_VERTEXCOLOR;
}
- if (r_shadow_bouncegridtexture)
+ if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
if (r_shadow_bouncegriddirectional)