X-Git-Url: http://de.git.xonotic.org/?a=blobdiff_plain;f=r_light.c;h=c393f558e3a248c81e1a9a517853a912c14d8ab9;hb=9e1d9d449d3f69ade2f01e16e47d1e0ab3cf1688;hp=6a49a87fcf6fb8e88c10077e913ba3be9ec7a904;hpb=e24d834dcbcc61f28fdf0e2c1ba75693d9e23ed1;p=xonotic%2Fdarkplaces.git diff --git a/r_light.c b/r_light.c index 6a49a87f..c393f558 100644 --- a/r_light.c +++ b/r_light.c @@ -252,8 +252,7 @@ static void R_RecursiveMarkLights(entity_render_t *ent, vec3_t lightorigin, rdli { surf->dlightbits[0] = surf->dlightbits[1] = surf->dlightbits[2] = surf->dlightbits[3] = surf->dlightbits[4] = surf->dlightbits[5] = surf->dlightbits[6] = surf->dlightbits[7] = 0; surf->dlightframe = r_framecount; - if (r_dlightmap.integer) - surf->cached_dlight = true; + surf->cached_dlight = true; } surf->dlightbits[bitindex] |= bit; } @@ -365,7 +364,7 @@ static nearlight_t nearlight[MAX_DLIGHTS]; int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, const entity_render_t *ent, float colorr, float colorg, float colorb, float colora, int worldcoords) { int i, j, maxnearlights; - float v[3], f, mscale, stylescale, intensity, ambientcolor[3]; + float v[3], f, mscale, stylescale, intensity, ambientcolor[3], tempdiffusenormal[3]; nearlight_t *nl; mlight_t *sl; rdlight_t *rd; @@ -386,7 +385,11 @@ int R_LightModel(float *ambient4f, float *diffusecolor, float *diffusenormal, co else { if (cl.worldmodel && cl.worldmodel->brush.LightPoint) - cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, diffusenormal); + { + cl.worldmodel->brush.LightPoint(cl.worldmodel, ent->origin, ambient4f, diffusecolor, tempdiffusenormal); + Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, diffusenormal); + VectorNormalize(diffusenormal); + } else VectorSet(ambient4f, 1, 1, 1); } @@ -536,7 +539,9 @@ void R_LightModel_CalcVertexColors(const float *ambientcolor4f, const float *dif float color[4], v[3], dot, dist2, f, dnormal[3]; nearlight_t *nl; usediffuse = DotProduct(diffusecolor, diffusecolor) > 0; - VectorCopy(diffusenormal, dnormal); + // negate the diffuse normal to avoid the need to negate the + // dotproduct on each vertex + VectorNegate(diffusenormal, dnormal); if (usediffuse) VectorNormalize(dnormal); // directional shading code here