light: don't skip light-behind-plane test for phong shaded faces anymore

This commit is contained in:
Eric Wasylishen 2016-04-23 00:26:07 -06:00
parent 824c1b613c
commit b6116ff42a
1 changed files with 1 additions and 2 deletions

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@ -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 */