pixels += (y * width * 4) + (x * 4);
VectorCopy( pixels, color );
color[ 3 ] = pixels[ 3 ];
+
+ if(texturesRGB)
+ {
+ color[0] = Image_LinearFloatFromsRGBFloat(color[0] * (1.0 / 255.0)) * 255.0;
+ color[1] = Image_LinearFloatFromsRGBFloat(color[1] * (1.0 / 255.0)) * 255.0;
+ color[2] = Image_LinearFloatFromsRGBFloat(color[2] * (1.0 / 255.0)) * 255.0;
+ }
+
return qtrue;
}
static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw )
{
- int i, style;
+ int i, style = 0;
float dist, area, value;
vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
light_t *light, *splash;
light->falloffTolerance = falloffTolerance;
/* bouncing light? */
- if( bouncing == qfalse )
+ if( !bouncing )
{
/* handle first-pass lights in normal q3a style */
value = si->value;
{
int i, j, k, v;
bspDrawSurface_t *ds;
- surfaceInfo_t *info;
float *radVertexLuxel;
radWinding_t rw;
/* get surface */
ds = &bspDrawSurfaces[ num ];
- info = &surfaceInfos[ num ];
/* each triangle is a potential emitter */
rw.numVerts = 3;