From cc8f0a961ced175ad07c383758275764657637b6 Mon Sep 17 00:00:00 2001 From: havoc Date: Sun, 4 May 2008 22:55:54 +0000 Subject: [PATCH] fix bug with rtlights on vertex texture blend surfaces (such as in pom.bsp) that was causing them to white out git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8277 d7cf8633-e32d-0410-b094-e92efae38249 --- r_shadow.c | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/r_shadow.c b/r_shadow.c index e3de2afb..eb324479 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -1550,8 +1550,11 @@ static void R_Shadow_RenderLighting_Light_GLSL(int firstvertex, int numvertices, } //R_Mesh_TexBindCubeMap(GL20TU_CUBE, R_GetTexture(rsurface.rtlight->currentcubemap)); R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation)); - R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); - R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + if(rsurface.texture->colormapping) + { + R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt)); + } R_Mesh_TexBind(GL20TU_ATTENUATION, R_GetTexture(r_shadow_attenuationgradienttexture)); R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); -- 2.39.2