fixed realtime lighting bugs with gl_mesh_batching 1 (... by not using batching while...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 26 May 2003 13:25:59 +0000 (13:25 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 26 May 2003 13:25:59 +0000 (13:25 +0000)
commitc22ec98a144f18d7519eb4a06dd1ee8937e8c4ac
tree61a0c9d260d9140d1f82f1618d9621dc56aa56ac
parentc8630f49b9fe6321ff9778ea79bd062d812e513d
fixed realtime lighting bugs with gl_mesh_batching 1 (... by not using batching while rendering realtime lighting - I was unable to figure out what was causing the problem)
some cleanups to realtime lighting code (mostly fixing some bugs with incorrect counting of meshes/triangles (for r_speeds reports), and optimized out unnecessary vertex copying in the final lighting application pass)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3044 d7cf8633-e32d-0410-b094-e92efae38249
gl_backend.c
gl_backend.h
r_shadow.c
r_shadow.h