Fix blob shadows/itemtimers from corrupting other trisoup

by not flushing. ok'd eukara@ Spoike@


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5823 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Eukara 2021-04-20 19:21:34 +00:00
parent 0f7294564a
commit eb27688181
1 changed files with 6 additions and 0 deletions

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@ -3050,6 +3050,9 @@ void R_AddItemTimer(vec3_t shadoworg, float yaw, float radius, float percent, ve
ctx.scale[2] = 1/radius;
ctx.scale[0] = 0;//.5/radius;
if (R2D_Flush)
R2D_Flush();
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
t = &cl_stris[cl_numstris-1];
@ -3126,6 +3129,9 @@ void CLQ1_AddShadow(entity_t *ent)
ctx.scale[2] = 1/radius;
ctx.scale[0] = 0.5/radius;
if (R2D_Flush)
R2D_Flush();
/*reuse the previous trigroup if its the same shader*/
if (cl_numstris && cl_stris[cl_numstris-1].shader == s && cl_stris[cl_numstris-1].flags == (BEF_NODLIGHT|BEF_NOSHADOWS))
t = &cl_stris[cl_numstris-1];