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authorMAN-AT-ARMS <donny@ecgnetwork.com>2014-02-22 18:48:48 -0500
committerTim Angus <tim@ngus.net>2014-06-17 17:43:40 +0100
commit07c3112efb582dfe10e47c7c24efbc6602d1f9ac (patch)
treeb449303e1ffbae5873014775267ceae5ff437c23 /src
parentc8c16884c5fbd68ddee6e53d7a1c5e81c294de31 (diff)
OpenGL2: Fix pshadows for MDR models
Diffstat (limited to 'src')
-rw-r--r--src/renderergl2/tr_animation.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/renderergl2/tr_animation.c b/src/renderergl2/tr_animation.c
index a74ac2f5..2f3db8f6 100644
--- a/src/renderergl2/tr_animation.c
+++ b/src/renderergl2/tr_animation.c
@@ -194,7 +194,8 @@ void R_MDRAddAnimSurfaces( trRefEntity_t *ent ) {
header = (mdrHeader_t *) tr.currentModel->modelData;
- personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !tr.viewParms.isPortal;
+ personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal
+ || (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
if ( ent->e.renderfx & RF_WRAP_FRAMES )
{