void RB_ShadowTessEnd( void ) { #if defined(VV_LIGHTING) && defined(_XBOX) VVdlight_t *dl; /*for(int i = 0; i < VVLightMan.num_dlights; i++) { if(tess.dlightBits & (1 << i)) {*/ dl = &VVLightMan.dlights[0];//i]; if(StencilShadower.BuildFromLight(dl)) StencilShadower.RenderShadow(); /*} }*/ #else #if 0 if (backEnd.currentEntity && (backEnd.currentEntity->directedLight[0] || backEnd.currentEntity->directedLight[1] || backEnd.currentEntity->directedLight[2])) { //an ent that has its light set for it RB_DoShadowTessEnd(NULL); return; } // if (!tess.dlightBits) // { // return; // } int i = 0; dlight_t *dl; R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); /* while (i < tr.refdef.num_dlights) { if (tess.dlightBits & (1 << i)) { dl = &tr.refdef.dlights[i]; RB_DoShadowTessEnd(dl->transformed); } i++; } */ dl = &tr.refdef.dlights[0]; RB_DoShadowTessEnd(dl->transformed); #else //old ents-only way RB_DoShadowTessEnd(NULL); #endif #endif // VV_LIGHTING && _XBOX }
void RB_ShadowTessEnd( void ) { #if 0 if (backEnd.currentEntity && (backEnd.currentEntity->directedLight[0] || backEnd.currentEntity->directedLight[1] || backEnd.currentEntity->directedLight[2])) { //an ent that has its light set for it RB_DoShadowTessEnd(NULL); return; } // if (!tess.dlightBits) // { // return; // } int i = 0; dlight_t *dl; R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.ori ); /* while (i < tr.refdef.num_dlights) { if (tess.dlightBits & (1 << i)) { dl = &tr.refdef.dlights[i]; RB_DoShadowTessEnd(dl->transformed); } i++; } */ dl = &tr.refdef.dlights[0]; RB_DoShadowTessEnd(dl->transformed); #else //old ents-only way RB_DoShadowTessEnd(NULL); #endif }