shadow culling based on line of sight for players
git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2577 e016b1c5-ed68-44aa-a2f7-31cac88cffde
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@@ -324,6 +324,13 @@ void rendermodel(const char *mdl, int anim, int tex, float rad, const vec &o, fl
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if(isoccluded(camera1->o.x, camera1->o.y, o.x-rad, o.y-rad, rad*2)) return;
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}
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if(stenciling && d && !raycubelos(camera1->o, o, d->radius))
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{
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vec target(o);
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target.z += d->dyneyeheight();
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if(!raycubelos(camera1->o, target, d->radius)) return;
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}
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int varseed = 0;
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if(d) switch(anim&ANIM_INDEX)
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{
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