R_TimeReport("modeldepth");
}
- if (r_shadows.integer > 0 && shadowmapping && r_refdef.lightmapintensity > 0)
+ if (r_shadows.integer >= 2 && shadowmapping && r_refdef.lightmapintensity > 0)
{
R_DrawModelShadowMaps();
R_ResetViewRendering3D();
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if (r_shadows.integer > 0 && !shadowmapping && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+ if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
R_DrawModelShadows();
R_ResetViewRendering3D();
if (r_refdef.scene.extraupdate)
S_ExtraUpdate ();
- if (r_shadows.integer > 0 && !shadowmapping && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
+ if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.lightmapintensity > 0)
{
R_DrawModelShadows();
R_ResetViewRendering3D();
{
case R_SHADOW_SHADOWMODE_SHADOWMAP2D:
case R_SHADOW_SHADOWMODE_SHADOWMAPRECTANGLE:
- break;
+ if (r_shadows.integer >= 2)
+ break;
+ // fall through
case R_SHADOW_SHADOWMODE_STENCIL:
for (i = 0;i < r_refdef.scene.numentities;i++)
{
vec3_t relativeshadowmins, relativeshadowmaxs;
vec3_t tmp, shadowdir;
- if (!r_refdef.scene.numentities || !vid.stencil || r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL)
+ if (!r_refdef.scene.numentities || !vid.stencil || (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL && r_shadows.integer != 1))
return;
CHECKGLERROR