void Object::renderstencilshadow_glvertex ( int slot, Light *l, bool reverse ) { unsigned short *ind = outlines->indices[slot]; int nind = outlines->nindices[slot]; if ( !nind ) return; int i; int mask = 1<pos * mi; glCullFace ( GL_BACK ); if ( !reverse ) glStencilOp ( GL_KEEP, GL_KEEP, GL_INCR_WRAP_EXT ); else glStencilOp ( GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP ); // draw twice once for frontfacing, once for backfacing for ( int side=0; side<2; side++ ) { // extrusion glBegin ( GL_QUADS ); for ( i=0; i