]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fixed bmodel realtime lighting/shadowing render crashes (and bogus shadows from them)
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 3 Mar 2004 06:50:56 +0000 (06:50 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 3 Mar 2004 06:50:56 +0000 (06:50 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3959 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c
todo

index 21ab74541d69cc10ad8c2a1161a20f14572a4f10..bdff5312f9044664350a0f26b75b9220119c1b93 100644 (file)
@@ -1914,32 +1914,53 @@ void R_Model_Brush_DrawShadowVolume (entity_render_t *ent, vec3_t relativelighto
        }
        */
        R_Shadow_PrepareShadowMark(ent->model->brush.shadowmesh->numtriangles);
-       pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
-       for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
+       if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
        {
-               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+               pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+               // FIXME: use BSP recursion in q1bsp as dlights are often small
+               for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
                {
-                       for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
+                       if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
                        {
-                               surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
-                               if (surf->shadowmark != shadowmarkcount)
+                               for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
                                {
-                                       surf->shadowmark = shadowmarkcount;
-                                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+                                       surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+                                       if (surf->shadowmark != shadowmarkcount)
                                        {
-                                               for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                                               surf->shadowmark = shadowmarkcount;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
                                                {
-                                                       v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                       v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                       v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                               shadowmarklist[numshadowmark++] = t;
+                                                       for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                                                       {
+                                                               v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                               v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                               v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                                       shadowmarklist[numshadowmark++] = t;
+                                                       }
                                                }
                                        }
                                }
                        }
                }
        }
+       else
+       {
+               for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
+               {
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && surf->texinfo->texture->rendertype == SURFRENDER_OPAQUE && (surf->flags & SURF_SHADOWCAST))
+                       {
+                               for (trianglenum = 0, t = surf->num_firstshadowmeshtriangle, e = ent->model->brush.shadowmesh->element3i + t * 3;trianglenum < surf->mesh.num_triangles;trianglenum++, t++, e += 3)
+                               {
+                                       v[0] = ent->model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                       v[1] = ent->model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                       v[2] = ent->model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                               shadowmarklist[numshadowmark++] = t;
+                               }
+                       }
+               }
+       }
        R_Shadow_VolumeFromList(ent->model->brush.shadowmesh->numverts, ent->model->brush.shadowmesh->numtriangles, ent->model->brush.shadowmesh->vertex3f, ent->model->brush.shadowmesh->element3i, ent->model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
 #endif
 }
@@ -1963,30 +1984,48 @@ void R_Model_Brush_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, v
        lightmaxs[2] = relativelightorigin[2] + lightradius;
        R_UpdateTextureInfo(ent);
        shadowmarkcount++;
-       pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
-       for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
+       if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
        {
-               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+               pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+               for (leafnum = 0, leaf = ent->model->brushq1.data_leafs;leafnum < ent->model->brushq1.num_leafs;leafnum++, leaf++)
                {
-                       for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
+                       if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
                        {
-                               surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
-                               if (surf->shadowmark != shadowmarkcount)
+                               for (marksurfnum = 0;marksurfnum < leaf->nummarksurfaces;marksurfnum++)
                                {
-                                       surf->shadowmark = shadowmarkcount;
-                                       if ((ent != &cl_entities[0].render || surf->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs))
+                                       surf = ent->model->brushq1.surfaces + leaf->firstmarksurface[marksurfnum];
+                                       if (surf->shadowmark != shadowmarkcount)
                                        {
-                                               t = surf->texinfo->texture->currentframe;
-                                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                                               surf->shadowmark = shadowmarkcount;
+                                               if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
                                                {
-                                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
-                                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                                                       t = surf->texinfo->texture->currentframe;
+                                                       if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                                                       {
+                                                               R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+                                                               R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                                                       }
                                                }
                                        }
                                }
                        }
                }
        }
+       else
+       {
+               for (marksurfnum = 0, surf = ent->model->brushq1.surfaces + ent->model->brushq1.firstmodelsurface;marksurfnum < ent->model->brushq1.nummodelsurfaces;marksurfnum++, surf++)
+               {
+                       if (BoxesOverlap(lightmins, lightmaxs, surf->poly_mins, surf->poly_maxs) && (ent != &cl_entities[0].render || surf->visframe == r_framecount))
+                       {
+                               t = surf->texinfo->texture->currentframe;
+                               if (t->rendertype == SURFRENDER_OPAQUE && t->flags & SURF_SHADOWLIGHT)
+                               {
+                                       R_Shadow_DiffuseLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.base, t->skin.nmap, lightcubemap);
+                                       R_Shadow_SpecularLighting(surf->mesh.num_vertices, surf->mesh.num_triangles, surf->mesh.data_element3i, surf->mesh.data_vertex3f, surf->mesh.data_svector3f, surf->mesh.data_tvector3f, surf->mesh.data_normal3f, surf->mesh.data_texcoordtexture2f, relativelightorigin, relativeeyeorigin, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, t->skin.gloss, t->skin.nmap, lightcubemap);
+                               }
+                       }
+               }
+       }
 }
 
 void R_DrawCollisionBrush(colbrushf_t *brush)
@@ -2519,32 +2558,51 @@ void R_Q3BSP_DrawShadowVolume(entity_render_t *ent, vec3_t relativelightorigin,
                lightmaxs[1] = relativelightorigin[1] + lightradius;
                lightmaxs[2] = relativelightorigin[2] + lightradius;
                R_Shadow_PrepareShadowMark(model->brush.shadowmesh->numtriangles);
-               pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
-               for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
-               {
-                       if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && (pvs == NULL || CHECKPVSBIT(pvs, leaf->clusterindex)))
+               if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+               {       
+                       for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
                        {
-                               for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+                               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
                                {
-                                       face = leaf->firstleafface[marksurfnum];
-                                       if (face->shadowmark != shadowmarkcount)
+                                       for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
                                        {
-                                               face->shadowmark = shadowmarkcount;
-                                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                                               face = leaf->firstleafface[marksurfnum];
+                                               if (face->shadowmark != shadowmarkcount)
                                                {
-                                                       for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+                                                       face->shadowmark = shadowmarkcount;
+                                                       if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
                                                        {
-                                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
-                                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
-                                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
-                                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
-                                                                       shadowmarklist[numshadowmark++] = t;
+                                                               for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+                                                               {
+                                                                       v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                                                       v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                                                       v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                                                       if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                                               shadowmarklist[numshadowmark++] = t;
+                                                               }
                                                        }
                                                }
                                        }
                                }
                        }
                }
+               else
+               {
+                       for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+                               {
+                                       for (j = 0, t = face->num_firstshadowmeshtriangle, e = model->brush.shadowmesh->element3i + t * 3;j < face->num_triangles;j++, t++, e += 3)
+                                       {
+                                               v[0] = model->brush.shadowmesh->vertex3f + e[0] * 3;
+                                               v[1] = model->brush.shadowmesh->vertex3f + e[1] * 3;
+                                               v[2] = model->brush.shadowmesh->vertex3f + e[2] * 3;
+                                               if (PointInfrontOfTriangle(relativelightorigin, v[0], v[1], v[2]) && lightmaxs[0] > min(v[0][0], min(v[1][0], v[2][0])) && lightmins[0] < max(v[0][0], max(v[1][0], v[2][0])) && lightmaxs[1] > min(v[0][1], min(v[1][1], v[2][1])) && lightmins[1] < max(v[0][1], max(v[1][1], v[2][1])) && lightmaxs[2] > min(v[0][2], min(v[1][2], v[2][2])) && lightmins[2] < max(v[0][2], max(v[1][2], v[2][2])))
+                                                       shadowmarklist[numshadowmark++] = t;
+                                       }
+                               }
+                       }
+               }
                R_Shadow_VolumeFromList(model->brush.shadowmesh->numverts, model->brush.shadowmesh->numtriangles, model->brush.shadowmesh->vertex3f, model->brush.shadowmesh->element3i, model->brush.shadowmesh->neighbor3i, relativelightorigin, projectdistance, numshadowmark, shadowmarklist);
        }
 #endif
@@ -2560,8 +2618,10 @@ void R_Q3BSP_DrawFaceLight(entity_render_t *ent, q3mface_t *face, vec3_t relativ
 
 void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, const matrix4x4_t *matrix_modeltolight, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz, rtexture_t *lightcubemap)
 {
-       int i;
+       int leafnum, marksurfnum;
+       const qbyte *pvs;
        q3mface_t *face;
+       q3mleaf_t *leaf;
        vec3_t modelorg, lightmins, lightmaxs;
        model_t *model;
        //qbyte *pvs;
@@ -2577,12 +2637,33 @@ void R_Q3BSP_DrawLight(entity_render_t *ent, vec3_t relativelightorigin, vec3_t
                lightmaxs[0] = relativelightorigin[0] + lightradius;
                lightmaxs[1] = relativelightorigin[1] + lightradius;
                lightmaxs[2] = relativelightorigin[2] + lightradius;
-               //if (ent == &cl_entities[0].render && model->brush.num_pvsclusters && !r_novis.integer && (pvs = model->brush.GetPVS(model, modelorg)))
-               //      R_Q3BSP_RecursiveWorldNode(ent, model->brushq3.data_nodes, modelorg, pvs, ++markframe);
-               //else
-                       for (i = 0, face = model->brushq3.data_thismodel->firstface;i < model->brushq3.data_thismodel->numfaces;i++, face++)
-                               if ((ent != &cl_entities[0].render || face->visframe == r_framecount) && BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs))
+
+               if (ent->model->brush.GetPVS && (pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin)))
+               {       
+                       pvs = ent->model->brush.GetPVS(ent->model, relativelightorigin);
+                       for (leafnum = 0, leaf = ent->model->brushq3.data_leafs;leafnum < ent->model->brushq3.num_leafs;leafnum++, leaf++)
+                       {
+                               if (BoxesOverlap(lightmins, lightmaxs, leaf->mins, leaf->maxs) && CHECKPVSBIT(pvs, leaf->clusterindex))
+                               {
+                                       for (marksurfnum = 0;marksurfnum < leaf->numleaffaces;marksurfnum++)
+                                       {
+                                               face = leaf->firstleafface[marksurfnum];
+                                               if (face->shadowmark != shadowmarkcount)
+                                               {
+                                                       face->shadowmark = shadowmarkcount;
+                                                       if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
+                                                               R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+                                               }
+                                       }
+                               }
+                       }
+               }
+               else
+               {
+                       for (marksurfnum = 0, face = model->brushq3.data_thismodel->firstface;marksurfnum < model->brushq3.data_thismodel->numfaces;marksurfnum++, face++)
+                               if (BoxesOverlap(lightmins, lightmaxs, face->mins, face->maxs) && (ent != &cl_entities[0].render || face->visframe == r_framecount))
                                        R_Q3BSP_DrawFaceLight(ent, face, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, matrix_modeltolight, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz, lightcubemap);
+               }
        }
 }
 
diff --git a/todo b/todo
index 223691e28d87b368d2882dda84d4ded955abc1d3..2179f2dd32f9081b4ae531a9602f05b398de2bc7 100644 (file)
--- a/todo
+++ b/todo
@@ -37,6 +37,7 @@ d darkplaces: revert noclip movement to match nq for compatibility with mods tha
 d darkplaces: make light_lev dlights from qc require PFLAGS_FULLDYNAMIC flag
 d darkplaces: improve tenebrae compatibility by handling EF_FULLDYNAMIC flag in tenebrae mode, also make all sprites render additive
 d darkplaces: add r_showtris cvar (Riot)
+0 darkplaces: fix model lighting with r_shadow_realtime_world_lightmaps mode, it seems to be adding dlights to vertices? (Mitchell)
 3 darkplaces: figure out BoxOnPlaneSide crash that happens in dpmod dpdm2 deathmatch 7 occasionally
 2 darkplaces: add q2 sprite support sometime
 0 dpmod: fix tilted corpse bug