Sort of working projection shadows.
Closer to wrapping projection shadows up.
Clip shadows to world geometry using stencil write for opaque world surfaces.
Clip shadows to world geometry using stencil write for opaque world surfaces.
Clip shadows to world geometry using stencil write for opaque world surfaces.
Multiple shadows per mesh.
Use PM_MINS / PM_MAXS to resolve player model box and radius. The .md3 files include radiuses that account for all movements (jumping) that blow out the bounds we need for lighting and things.
s/c_model/c_bsp_model/g. Also move plane type constants to quake2world.h
These should have been included in 837c522.
For fuck's sake. This one too.
Corona cleanup, make corona alpha honor the decimal value of r_coronas->value, just like r_flares.
Finally sorted out the last few MAJOR issues with projection shadows. These look pretty tits. Need to clip to multiple planes, and support rotated BSP entities as shadow targets.