GL_LockArrays(0, mesh->numverts);
if (r_shadowstage == SHADOWSTAGE_STENCIL)
{
- // decrement stencil if frontface is behind depthbuffer
- qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
- qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
- R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
- c_rtcached_shadowmeshes++;
- c_rtcached_shadowtris += mesh->numtriangles;
// increment stencil if backface is behind depthbuffer
qglCullFace(GL_BACK); // quake is backwards, this culls front faces
qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
+ c_rtcached_shadowmeshes++;
+ c_rtcached_shadowtris += mesh->numtriangles;
+ // decrement stencil if frontface is behind depthbuffer
+ qglCullFace(GL_FRONT); // quake is backwards, this culls back faces
+ qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
}
R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->element3i);
c_rtcached_shadowmeshes++;
corona = 0;
if (a < 9 || !strcmp(cubemapname, "\"\""))
cubemapname[0] = 0;
+ // remove quotes on cubemapname
+ if (cubemapname[0] == '"' && cubemapname[strlen(cubemapname) - 1] == '"')
+ {
+ cubemapname[strlen(cubemapname)-1] = 0;
+ strcpy(cubemapname, cubemapname + 1);
+ }
*s = '\n';
if (a < 8)
{