light: don't skip light-behind-plane test for phong shaded faces anymore
This commit is contained in:
parent
824c1b613c
commit
b6116ff42a
|
|
@ -1235,7 +1235,6 @@ LightFace_Entity(const bsp2_t *bsp,
|
|||
vec_t planedist, add, angle, spotscale;
|
||||
lightsample_t *sample;
|
||||
lightmap_t *lightmap;
|
||||
qboolean curved = lightsurf->curved;
|
||||
|
||||
/* vis cull */
|
||||
if (VisCullEntity(bsp, lightsurf, entity)) {
|
||||
|
|
@ -1245,7 +1244,7 @@ LightFace_Entity(const bsp2_t *bsp,
|
|||
planedist = DotProduct(entity->origin, plane->normal) - plane->dist;
|
||||
|
||||
/* don't bother with lights behind the surface */
|
||||
if (planedist < 0 && !curved)
|
||||
if (planedist < 0)
|
||||
return;
|
||||
|
||||
/* sphere cull surface and light */
|
||||
|
|
|
|||
Loading…
Reference in New Issue