]> de.git.xonotic.org Git - voretournament/voretournament.git/blobdiff - misc/mediasource/netradiant-src/tools/quake3/q3map2/light_ydnar.c
Rename mediasource to source
[voretournament/voretournament.git] / misc / mediasource / netradiant-src / tools / quake3 / q3map2 / light_ydnar.c
diff --git a/misc/mediasource/netradiant-src/tools/quake3/q3map2/light_ydnar.c b/misc/mediasource/netradiant-src/tools/quake3/q3map2/light_ydnar.c
deleted file mode 100644 (file)
index f60e664..0000000
+++ /dev/null
@@ -1,4434 +0,0 @@
-/* -------------------------------------------------------------------------------
-
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
-
-This file is part of GtkRadiant.
-
-GtkRadiant is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
-(at your option) any later version.
-
-GtkRadiant is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with GtkRadiant; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
-
-----------------------------------------------------------------------------------
-
-This code has been altered significantly from its original form, to support
-several games based on the Quake III Arena engine, in the form of "Q3Map2."
-
-------------------------------------------------------------------------------- */
-
-
-
-/* marker */
-#define LIGHT_YDNAR_C
-
-
-
-/* dependencies */
-#include "q3map2.h"
-
-
-
-
-/*
-ColorToBytes()
-ydnar: moved to here 2001-02-04
-*/
-
-void ColorToBytes( const float *color, byte *colorBytes, float scale )
-{
-       int             i;
-       float   max, gamma;
-       vec3_t  sample;
-       float   inv, dif;
-       
-       
-       /* ydnar: scaling necessary for simulating r_overbrightBits on external lightmaps */
-       if( scale <= 0.0f )
-               scale = 1.0f;
-       
-       /* make a local copy */
-       VectorScale( color, scale, sample );
-       
-       /* muck with it */
-       gamma = 1.0f / lightmapGamma;
-       for( i = 0; i < 3; i++ )
-       {
-               /* handle negative light */
-               if( sample[ i ] < 0.0f )
-               {
-                       sample[ i ] = 0.0f;
-                       continue;
-               }
-               
-               /* gamma */
-               sample[ i ] = pow( sample[ i ] / 255.0f, gamma ) * 255.0f;
-       }
-
-       if (lightmapExposure == 1)
-       {
-               /* clamp with color normalization */
-               max = sample[ 0 ];
-               if( sample[ 1 ] > max )
-                       max = sample[ 1 ];
-               if( sample[ 2 ] > max )
-                       max = sample[ 2 ];
-               if( max > 255.0f )
-                       VectorScale( sample, (255.0f / max), sample );
-       }
-       else
-       {
-               if (lightmapExposure==0)
-               {
-                       lightmapExposure=1.0f;
-               }
-               inv=1.f/lightmapExposure;
-               //Exposure
-
-               max = sample[ 0 ];
-               if( sample[ 1 ] > max )
-                       max = sample[ 1 ];
-               if( sample[ 2 ] > max )
-                       max = sample[ 2 ];
-
-               dif = (1-  exp(-max * inv) )  *  255;
-
-               if (max >0)
-               {
-                       dif = dif / max;
-               }
-               else
-               {
-                       dif = 0;
-               }
-
-               for (i=0;i<3;i++)
-               {
-                       sample[i]*=dif;
-               }
-       }
-
-       
-       /* compensate for ingame overbrighting/bitshifting */
-       VectorScale( sample, (1.0f / lightmapCompensate), sample );
-       
-       /* store it off */
-       colorBytes[ 0 ] = sample[ 0 ];
-       colorBytes[ 1 ] = sample[ 1 ];
-       colorBytes[ 2 ] = sample[ 2 ];
-}
-
-
-
-/* -------------------------------------------------------------------------------
-
-this section deals with phong shading (normal interpolation across brush faces)
-
-------------------------------------------------------------------------------- */
-
-/*
-SmoothNormals()
-smooths together coincident vertex normals across the bsp
-*/
-
-#define MAX_SAMPLES                            256
-#define THETA_EPSILON                  0.000001
-#define EQUAL_NORMAL_EPSILON   0.01
-
-void SmoothNormals( void )
-{
-       int                                     i, j, k, f, cs, numVerts, numVotes, fOld, start;
-       float                           shadeAngle, defaultShadeAngle, maxShadeAngle, dot, testAngle;
-       bspDrawSurface_t        *ds;
-       shaderInfo_t            *si;
-       float                           *shadeAngles;
-       byte                            *smoothed;
-       vec3_t                          average, diff;
-       int                                     indexes[ MAX_SAMPLES ];
-       vec3_t                          votes[ MAX_SAMPLES ];
-       
-       
-       /* allocate shade angle table */
-       shadeAngles = safe_malloc( numBSPDrawVerts * sizeof( float ) );
-       memset( shadeAngles, 0, numBSPDrawVerts * sizeof( float ) );
-       
-       /* allocate smoothed table */
-       cs = (numBSPDrawVerts / 8) + 1;
-       smoothed = safe_malloc( cs );
-       memset( smoothed, 0, cs );
-       
-       /* set default shade angle */
-       defaultShadeAngle = DEG2RAD( shadeAngleDegrees );
-       maxShadeAngle = 0;
-       
-       /* run through every surface and flag verts belonging to non-lightmapped surfaces
-          and set per-vertex smoothing angle */
-       for( i = 0; i < numBSPDrawSurfaces; i++ )
-       {
-               /* get drawsurf */
-               ds = &bspDrawSurfaces[ i ];
-               
-               /* get shader for shade angle */
-               si = surfaceInfos[ i ].si;
-               if( si->shadeAngleDegrees )
-                       shadeAngle = DEG2RAD( si->shadeAngleDegrees );
-               else
-                       shadeAngle = defaultShadeAngle;
-               if( shadeAngle > maxShadeAngle )
-                       maxShadeAngle = shadeAngle;
-               
-               /* flag its verts */
-               for( j = 0; j < ds->numVerts; j++ )
-               {
-                       f = ds->firstVert + j;
-                       shadeAngles[ f ] = shadeAngle;
-                       if( ds->surfaceType == MST_TRIANGLE_SOUP )
-                               smoothed[ f >> 3 ] |= (1 << (f & 7));
-               }
-               
-               /* ydnar: optional force-to-trisoup */
-               if( trisoup && ds->surfaceType == MST_PLANAR )
-               {
-                       ds->surfaceType = MST_TRIANGLE_SOUP;
-                       ds->lightmapNum[ 0 ] = -3;
-               }
-       }
-       
-       /* bail if no surfaces have a shade angle */
-       if( maxShadeAngle == 0 )
-       {
-               free( shadeAngles );
-               free( smoothed );
-               return;
-       }
-       
-       /* init pacifier */
-       fOld = -1;
-       start = I_FloatTime();
-       
-       /* go through the list of vertexes */
-       for( i = 0; i < numBSPDrawVerts; i++ )
-       {
-               /* print pacifier */
-               f = 10 * i / numBSPDrawVerts;
-               if( f != fOld )
-               {
-                       fOld = f;
-                       Sys_Printf( "%i...", f );
-               }
-               
-               /* already smoothed? */
-               if( smoothed[ i >> 3 ] & (1 << (i & 7)) )
-                       continue;
-               
-               /* clear */
-               VectorClear( average );
-               numVerts = 0;
-               numVotes = 0;
-               
-               /* build a table of coincident vertexes */
-               for( j = i; j < numBSPDrawVerts && numVerts < MAX_SAMPLES; j++ )
-               {
-                       /* already smoothed? */
-                       if( smoothed[ j >> 3 ] & (1 << (j & 7)) )
-                               continue;
-                       
-                       /* test vertexes */
-                       if( VectorCompare( yDrawVerts[ i ].xyz, yDrawVerts[ j ].xyz ) == qfalse )
-                               continue;
-                       
-                       /* use smallest shade angle */
-                       shadeAngle = (shadeAngles[ i ] < shadeAngles[ j ] ? shadeAngles[ i ] : shadeAngles[ j ]);
-                       
-                       /* check shade angle */
-                       dot = DotProduct( bspDrawVerts[ i ].normal, bspDrawVerts[ j ].normal );
-                       if( dot > 1.0 )
-                               dot = 1.0;
-                       else if( dot < -1.0 )
-                               dot = -1.0;
-                       testAngle = acos( dot ) + THETA_EPSILON;
-                       if( testAngle >= shadeAngle )
-                       {
-                               //Sys_Printf( "F(%3.3f >= %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
-                               continue;
-                       }
-                       //Sys_Printf( "P(%3.3f < %3.3f) ", RAD2DEG( testAngle ), RAD2DEG( shadeAngle ) );
-                       
-                       /* add to the list */
-                       indexes[ numVerts++ ] = j;
-                       
-                       /* flag vertex */
-                       smoothed[ j >> 3 ] |= (1 << (j & 7));
-                       
-                       /* see if this normal has already been voted */
-                       for( k = 0; k < numVotes; k++ )
-                       {
-                               VectorSubtract( bspDrawVerts[ j ].normal, votes[ k ], diff );
-                               if( fabs( diff[ 0 ] ) < EQUAL_NORMAL_EPSILON &&
-                                       fabs( diff[ 1 ] ) < EQUAL_NORMAL_EPSILON &&
-                                       fabs( diff[ 2 ] ) < EQUAL_NORMAL_EPSILON )
-                                       break;
-                       }
-                       
-                       /* add a new vote? */
-                       if( k == numVotes && numVotes < MAX_SAMPLES )
-                       {
-                               VectorAdd( average, bspDrawVerts[ j ].normal, average );
-                               VectorCopy( bspDrawVerts[ j ].normal, votes[ numVotes ] );
-                               numVotes++;
-                       }
-               }
-               
-               /* don't average for less than 2 verts */
-               if( numVerts < 2 )
-                       continue;
-               
-               /* average normal */
-               if( VectorNormalize( average, average ) > 0 )
-               {
-                       /* smooth */
-                       for( j = 0; j < numVerts; j++ )
-                               VectorCopy( average, yDrawVerts[ indexes[ j ] ].normal );
-               }
-       }
-       
-       /* free the tables */
-       free( shadeAngles );
-       free( smoothed );
-       
-       /* print time */
-       Sys_Printf( " (%i)\n", (int) (I_FloatTime() - start) );
-}
-
-
-
-/* -------------------------------------------------------------------------------
-
-this section deals with phong shaded lightmap tracing
-
-------------------------------------------------------------------------------- */
-
-/* 9th rewrite (recursive subdivision of a lightmap triangle) */
-
-/*
-CalcTangentVectors()
-calculates the st tangent vectors for normalmapping
-*/
-
-static qboolean CalcTangentVectors( int numVerts, bspDrawVert_t **dv, vec3_t *stv, vec3_t *ttv )
-{
-       int                     i;
-       float           bb, s, t;
-       vec3_t          bary;
-       
-       
-       /* calculate barycentric basis for the triangle */
-       bb = (dv[ 1 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 2 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]) - (dv[ 2 ]->st[ 0 ] - dv[ 0 ]->st[ 0 ]) * (dv[ 1 ]->st[ 1 ] - dv[ 0 ]->st[ 1 ]);
-       if( fabs( bb ) < 0.00000001f )
-               return qfalse;
-       
-       /* do each vertex */
-       for( i = 0; i < numVerts; i++ )
-       {
-               /* calculate s tangent vector */
-               s = dv[ i ]->st[ 0 ] + 10.0f;
-               t = dv[ i ]->st[ 1 ];
-               bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
-               bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
-               bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
-               
-               stv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
-               stv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
-               stv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
-               
-               VectorSubtract( stv[ i ], dv[ i ]->xyz, stv[ i ] );
-               VectorNormalize( stv[ i ], stv[ i ] );
-               
-               /* calculate t tangent vector */
-               s = dv[ i ]->st[ 0 ];
-               t = dv[ i ]->st[ 1 ] + 10.0f;
-               bary[ 0 ] = ((dv[ 1 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t) - (dv[ 2 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t)) / bb;
-               bary[ 1 ] = ((dv[ 2 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t) - (dv[ 0 ]->st[ 0 ] - s) * (dv[ 2 ]->st[ 1 ] - t)) / bb;
-               bary[ 2 ] = ((dv[ 0 ]->st[ 0 ] - s) * (dv[ 1 ]->st[ 1 ] - t) - (dv[ 1 ]->st[ 0 ] - s) * (dv[ 0 ]->st[ 1 ] - t)) / bb;
-               
-               ttv[ i ][ 0 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 0 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 0 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 0 ];
-               ttv[ i ][ 1 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 1 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 1 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 1 ];
-               ttv[ i ][ 2 ] = bary[ 0 ] * dv[ 0 ]->xyz[ 2 ] + bary[ 1 ] * dv[ 1 ]->xyz[ 2 ] + bary[ 2 ] * dv[ 2 ]->xyz[ 2 ];
-               
-               VectorSubtract( ttv[ i ], dv[ i ]->xyz, ttv[ i ] );
-               VectorNormalize( ttv[ i ], ttv[ i ] );
-               
-               /* debug code */
-               //%     Sys_FPrintf( SYS_VRB, "%d S: (%f %f %f) T: (%f %f %f)\n", i,
-               //%             stv[ i ][ 0 ], stv[ i ][ 1 ], stv[ i ][ 2 ], ttv[ i ][ 0 ], ttv[ i ][ 1 ], ttv[ i ][ 2 ] );
-       }
-       
-       /* return to caller */
-       return qtrue;
-}
-
-
-
-
-/*
-PerturbNormal()
-perterbs the normal by the shader's normalmap in tangent space
-*/
-
-static void PerturbNormal( bspDrawVert_t *dv, shaderInfo_t *si, vec3_t pNormal, vec3_t stv[ 3 ], vec3_t ttv[ 3 ] )
-{
-       int                     i;
-       vec4_t          bump;
-       
-       
-       /* passthrough */
-       VectorCopy( dv->normal, pNormal );
-       
-       /* sample normalmap */
-       if( RadSampleImage( si->normalImage->pixels, si->normalImage->width, si->normalImage->height, dv->st, bump ) == qfalse )
-               return;
-       
-       /* remap sampled normal from [0,255] to [-1,-1] */
-       for( i = 0; i < 3; i++ )
-               bump[ i ] = (bump[ i ] - 127.0f) * (1.0f / 127.5f);
-       
-       /* scale tangent vectors and add to original normal */
-       VectorMA( dv->normal, bump[ 0 ], stv[ 0 ], pNormal );
-       VectorMA( pNormal, bump[ 1 ], ttv[ 0 ], pNormal );
-       VectorMA( pNormal, bump[ 2 ], dv->normal, pNormal );
-       
-       /* renormalize and return */
-       VectorNormalize( pNormal, pNormal );
-}
-
-
-
-/*
-MapSingleLuxel()
-maps a luxel for triangle bv at
-*/
-
-#define NUDGE                  0.5f
-#define BOGUS_NUDGE            -99999.0f
-
-static int MapSingleLuxel( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv, vec4_t plane, float pass, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
-{
-       int                             i, x, y, numClusters, *clusters, pointCluster, *cluster;
-       float                   *luxel, *origin, *normal, d, lightmapSampleOffset;
-       shaderInfo_t    *si;
-       vec3_t                  pNormal;
-       vec3_t                  vecs[ 3 ];
-       vec3_t                  nudged;
-       vec3_t                  cverts[ 3 ];
-       vec3_t                  temp;
-       vec4_t                  sideplane, hostplane;
-       vec3_t                  origintwo;
-       int                             j, next;
-       float                   e;
-       float                   *nudge;
-       static float    nudges[][ 2 ] =
-                                       {
-                                               //%{ 0, 0 },            /* try center first */
-                                               { -NUDGE, 0 },          /* left */
-                                               { NUDGE, 0 },           /* right */
-                                               { 0, NUDGE },           /* up */
-                                               { 0, -NUDGE },          /* down */
-                                               { -NUDGE, NUDGE },      /* left/up */
-                                               { NUDGE, -NUDGE },      /* right/down */
-                                               { NUDGE, NUDGE },       /* right/up */
-                                               { -NUDGE, -NUDGE },     /* left/down */
-                                               { BOGUS_NUDGE, BOGUS_NUDGE }
-                                       };
-       
-       
-       /* find luxel xy coords (fixme: subtract 0.5?) */
-       x = dv->lightmap[ 0 ][ 0 ];
-       y = dv->lightmap[ 0 ][ 1 ];
-       if( x < 0 )
-               x = 0;
-       else if( x >= lm->sw )
-               x = lm->sw - 1;
-       if( y < 0 )
-               y = 0;
-       else if( y >= lm->sh )
-               y = lm->sh - 1;
-       
-       /* set shader and cluster list */
-       if( info != NULL )
-       {
-               si = info->si;
-               numClusters = info->numSurfaceClusters;
-               clusters = &surfaceClusters[ info->firstSurfaceCluster ];
-       }
-       else
-       {
-               si = NULL;
-               numClusters = 0;
-               clusters = NULL;
-       }
-       
-       /* get luxel, origin, cluster, and normal */
-       luxel = SUPER_LUXEL( 0, x, y );
-       origin = SUPER_ORIGIN( x, y );
-       normal = SUPER_NORMAL( x, y );
-       cluster = SUPER_CLUSTER( x, y );
-       
-       /* don't attempt to remap occluded luxels for planar surfaces */
-       if( (*cluster) == CLUSTER_OCCLUDED && lm->plane != NULL )
-               return (*cluster);
-       
-       /* only average the normal for premapped luxels */
-       else if( (*cluster) >= 0 )
-       {
-               /* do bumpmap calculations */
-               if( stv != NULL )
-                       PerturbNormal( dv, si, pNormal, stv, ttv );
-               else
-                       VectorCopy( dv->normal, pNormal );
-               
-               /* add the additional normal data */
-               VectorAdd( normal, pNormal, normal );
-               luxel[ 3 ] += 1.0f;
-               return (*cluster);
-       }
-       
-       /* otherwise, unmapped luxels (*cluster == CLUSTER_UNMAPPED) will have their full attributes calculated */
-       
-       /* get origin */
-       
-       /* axial lightmap projection */
-       if( lm->vecs != NULL )
-       {
-               /* calculate an origin for the sample from the lightmap vectors */
-               VectorCopy( lm->origin, origin );
-               for( i = 0; i < 3; i++ )
-               {
-                       /* add unless it's the axis, which is taken care of later */
-                       if( i == lm->axisNum )
-                               continue;
-                       origin[ i ] += (x * lm->vecs[ 0 ][ i ]) + (y * lm->vecs[ 1 ][ i ]);
-               }
-               
-               /* project the origin onto the plane */
-               d = DotProduct( origin, plane ) - plane[ 3 ];
-               d /= plane[ lm->axisNum ];
-               origin[ lm->axisNum ] -= d;
-       }
-       
-       /* non axial lightmap projection (explicit xyz) */
-       else
-               VectorCopy( dv->xyz, origin );
-
-       //////////////////////
-       //27's test to make sure samples stay within the triangle boundaries
-       //1) Test the sample origin to see if it lays on the wrong side of any edge (x/y)
-       //2) if it does, nudge it onto the correct side.
-
-       if (worldverts!=NULL && lightmapTriangleCheck)
-       {
-               for (j=0;j<3;j++)
-               {
-                       VectorCopy(worldverts[j],cverts[j]);
-               }
-               PlaneFromPoints(hostplane,cverts[0],cverts[1],cverts[2]);
-
-               for (j=0;j<3;j++)
-               {
-                       for (i=0;i<3;i++)
-                       {
-                               //build plane using 2 edges and a normal
-                               next=(i+1)%3;
-
-                               VectorCopy(cverts[next],temp);
-                               VectorAdd(temp,hostplane,temp);
-                               PlaneFromPoints(sideplane,cverts[i],cverts[ next ], temp);
-
-                               //planetest sample point
-                               e=DotProduct(origin,sideplane);
-                               e=e-sideplane[3];
-                               if (e>0)
-                               {
-                                       //we're bad.
-                                       //VectorClear(origin);
-                                       //Move the sample point back inside triangle bounds
-                                       origin[0]-=sideplane[0]*(e+1);
-                                       origin[1]-=sideplane[1]*(e+1);
-                                       origin[2]-=sideplane[2]*(e+1);
-#ifdef DEBUG_27_1
-                                       VectorClear(origin);
-#endif
-                               }
-                       }
-               }
-       }
-
-       ////////////////////////
-       
-       /* planar surfaces have precalculated lightmap vectors for nudging */
-       if( lm->plane != NULL )
-       {
-               VectorCopy( lm->vecs[ 0 ], vecs[ 0 ] );
-               VectorCopy( lm->vecs[ 1 ], vecs[ 1 ] );
-               VectorCopy( lm->plane, vecs[ 2 ] );
-       }
-       
-       /* non-planar surfaces must calculate them */
-       else
-       {
-               if( plane != NULL )
-                       VectorCopy( plane, vecs[ 2 ] );
-               else
-                       VectorCopy( dv->normal, vecs[ 2 ] );
-               MakeNormalVectors( vecs[ 2 ], vecs[ 0 ], vecs[ 1 ] );
-       }
-       
-       /* push the origin off the surface a bit */
-       if( si != NULL )
-               lightmapSampleOffset = si->lightmapSampleOffset;
-       else
-               lightmapSampleOffset = DEFAULT_LIGHTMAP_SAMPLE_OFFSET;
-       if( lm->axisNum < 0 )
-               VectorMA( origin, lightmapSampleOffset, vecs[ 2 ], origin );
-       else if( vecs[ 2 ][ lm->axisNum ] < 0.0f )
-               origin[ lm->axisNum ] -= lightmapSampleOffset;
-       else
-               origin[ lm->axisNum ] += lightmapSampleOffset;
-       
-       VectorCopy(origin,origintwo);
-       if(lightmapExtraVisClusterNudge)
-       {
-               origintwo[0]+=vecs[2][0];
-               origintwo[1]+=vecs[2][1];
-               origintwo[2]+=vecs[2][2];
-       }
-
-       /* get cluster */
-       pointCluster = ClusterForPointExtFilter( origintwo, LUXEL_EPSILON, numClusters, clusters );
-       
-       /* another retarded hack, storing nudge count in luxel[ 1 ] */
-       luxel[ 1 ] = 0.0f;      
-       
-       /* point in solid? (except in dark mode) */
-       if( pointCluster < 0 && dark == qfalse )
-       {
-               /* nudge the the location around */
-               nudge = nudges[ 0 ];
-               while( nudge[ 0 ] > BOGUS_NUDGE && pointCluster < 0 )
-               {
-                       /* nudge the vector around a bit */
-                       for( i = 0; i < 3; i++ )
-                       {
-                               /* set nudged point*/
-                               nudged[ i ] = origintwo[ i ] + (nudge[ 0 ] * vecs[ 0 ][ i ]) + (nudge[ 1 ] * vecs[ 1 ][ i ]);
-                       }
-                       nudge += 2;
-                       
-                       /* get pvs cluster */
-                       pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters ); //% + 0.625 );
-                       if( pointCluster >= 0 )
-                               VectorCopy( nudged, origin );
-                       luxel[ 1 ] += 1.0f;
-               }
-       }
-       
-       /* as a last resort, if still in solid, try drawvert origin offset by normal (except in dark mode) */
-       if( pointCluster < 0 && si != NULL && dark == qfalse )
-       {
-               VectorMA( dv->xyz, lightmapSampleOffset, dv->normal, nudged );
-               pointCluster = ClusterForPointExtFilter( nudged, LUXEL_EPSILON, numClusters, clusters );
-               if( pointCluster >= 0 )
-                       VectorCopy( nudged, origin );
-               luxel[ 1 ] += 1.0f;
-       }
-       
-       /* valid? */
-       if( pointCluster < 0 )
-       {
-               (*cluster) = CLUSTER_OCCLUDED;
-               VectorClear( origin );
-               VectorClear( normal );
-               numLuxelsOccluded++;
-               return (*cluster);
-       }
-       
-       /* debug code */
-       //%     Sys_Printf( "%f %f %f\n", origin[ 0 ], origin[ 1 ], origin[ 2 ] );
-       
-       /* do bumpmap calculations */
-       if( stv )
-               PerturbNormal( dv, si, pNormal, stv, ttv );
-       else
-               VectorCopy( dv->normal, pNormal );
-       
-       /* store the cluster and normal */
-       (*cluster) = pointCluster;
-       VectorCopy( pNormal, normal );
-       
-       /* store explicit mapping pass and implicit mapping pass */
-       luxel[ 0 ] = pass;
-       luxel[ 3 ] = 1.0f;
-       
-       /* add to count */
-       numLuxelsMapped++;
-       
-       /* return ok */
-       return (*cluster);
-}
-
-
-
-/*
-MapTriangle_r()
-recursively subdivides a triangle until its edges are shorter
-than the distance between two luxels (thanks jc :)
-*/
-
-static void MapTriangle_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], vec4_t plane, vec3_t stv[ 3 ], vec3_t ttv[ 3 ], vec3_t worldverts[ 3 ] )
-{
-       bspDrawVert_t   mid, *dv2[ 3 ];
-       int                             max;
-       
-       
-       /* map the vertexes */
-       #if 0
-       MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv );
-       MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv );
-       MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv );
-       #endif
-       
-       /* subdivide calc */
-       {
-               int                     i;
-               float           *a, *b, dx, dy, dist, maxDist;
-               
-               
-               /* find the longest edge and split it */
-               max = -1;
-               maxDist = 0;
-               for( i = 0; i < 3; i++ )
-               {
-                       /* get verts */
-                       a = dv[ i ]->lightmap[ 0 ];
-                       b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
-                       
-                       /* get dists */
-                       dx = a[ 0 ] - b[ 0 ];
-                       dy = a[ 1 ] - b[ 1 ];
-                       dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
-                       
-                       /* longer? */
-                       if( dist > maxDist )
-                       {
-                               maxDist = dist;
-                               max = i;
-                       }
-               }
-               
-               /* try to early out */
-               if( max < 0 || maxDist <= subdivideThreshold )  /* ydnar: was i < 0 instead of max < 0 (?) */
-                       return;
-       }
-       
-       /* split the longest edge and map it */
-       LerpDrawVert( dv[ max ], dv[ (max + 1) % 3 ], &mid );
-       MapSingleLuxel( lm, info, &mid, plane, 1, stv, ttv, worldverts );
-       
-       /* push the point up a little bit to account for fp creep (fixme: revisit this) */
-       //%     VectorMA( mid.xyz, 2.0f, mid.normal, mid.xyz );
-       
-       /* recurse to first triangle */
-       VectorCopy( dv, dv2 );
-       dv2[ max ] = &mid;
-       MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
-       
-       /* recurse to second triangle */
-       VectorCopy( dv, dv2 );
-       dv2[ (max + 1) % 3 ] = &mid;
-       MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
-}
-
-
-
-/*
-MapTriangle()
-seed function for MapTriangle_r()
-requires a cw ordered triangle
-*/
-
-static qboolean MapTriangle( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 3 ], qboolean mapNonAxial )
-{
-       int                             i;
-       vec4_t                  plane;
-       vec3_t                  *stv, *ttv, stvStatic[ 3 ], ttvStatic[ 3 ];
-       vec3_t                  worldverts[ 3 ];
-       
-       
-       /* get plane if possible */
-       if( lm->plane != NULL )
-       {
-               VectorCopy( lm->plane, plane );
-               plane[ 3 ] = lm->plane[ 3 ];
-       }
-       
-       /* otherwise make one from the points */
-       else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
-               return qfalse;
-       
-       /* check to see if we need to calculate texture->world tangent vectors */
-       if( info->si->normalImage != NULL && CalcTangentVectors( 3, dv, stvStatic, ttvStatic ) )
-       {
-               stv = stvStatic;
-               ttv = ttvStatic;
-       }
-       else
-       {
-               stv = NULL;
-               ttv = NULL;
-       }
-       
-       VectorCopy( dv[ 0 ]->xyz, worldverts[ 0 ] );
-       VectorCopy( dv[ 1 ]->xyz, worldverts[ 1 ] );
-       VectorCopy( dv[ 2 ]->xyz, worldverts[ 2 ] );
-
-       /* map the vertexes */
-       MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, worldverts );
-       MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, worldverts );
-       MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, worldverts );
-       
-       /* 2002-11-20: prefer axial triangle edges */
-       if( mapNonAxial )
-       {
-               /* subdivide the triangle */
-               MapTriangle_r( lm, info, dv, plane, stv, ttv, worldverts );
-               return qtrue;
-       }
-       
-       for( i = 0; i < 3; i++ )
-       {
-               float                   *a, *b;
-               bspDrawVert_t   *dv2[ 3 ];
-               
-               
-               /* get verts */
-               a = dv[ i ]->lightmap[ 0 ];
-               b = dv[ (i + 1) % 3 ]->lightmap[ 0 ];
-               
-               /* make degenerate triangles for mapping edges */
-               if( fabs( a[ 0 ] - b[ 0 ] ) < 0.01f || fabs( a[ 1 ] - b[ 1 ] ) < 0.01f )
-               {
-                       dv2[ 0 ] = dv[ i ];
-                       dv2[ 1 ] = dv[ (i + 1) % 3 ];
-                       dv2[ 2 ] = dv[ (i + 1) % 3 ];
-                       
-                       /* map the degenerate triangle */
-                       MapTriangle_r( lm, info, dv2, plane, stv, ttv, worldverts );
-               }
-       }
-       
-       return qtrue;
-}
-
-
-
-/*
-MapQuad_r()
-recursively subdivides a quad until its edges are shorter
-than the distance between two luxels
-*/
-
-static void MapQuad_r( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ], vec4_t plane, vec3_t stv[ 4 ], vec3_t ttv[ 4 ] )
-{
-       bspDrawVert_t   mid[ 2 ], *dv2[ 4 ];
-       int                             max;
-       
-       
-       /* subdivide calc */
-       {
-               int                     i;
-               float           *a, *b, dx, dy, dist, maxDist;
-               
-               
-               /* find the longest edge and split it */
-               max = -1;
-               maxDist = 0;
-               for( i = 0; i < 4; i++ )
-               {
-                       /* get verts */
-                       a = dv[ i ]->lightmap[ 0 ];
-                       b = dv[ (i + 1) % 4 ]->lightmap[ 0 ];
-                       
-                       /* get dists */
-                       dx = a[ 0 ] - b[ 0 ];
-                       dy = a[ 1 ] - b[ 1 ];
-                       dist = (dx * dx) + (dy * dy);   //% sqrt( (dx * dx) + (dy * dy) );
-                       
-                       /* longer? */
-                       if( dist > maxDist )
-                       {
-                               maxDist = dist;
-                               max = i;
-                       }
-               }
-               
-               /* try to early out */
-               if( max < 0 || maxDist <= subdivideThreshold )
-                       return;
-       }
-       
-       /* we only care about even/odd edges */
-       max &= 1;
-       
-       /* split the longest edges */
-       LerpDrawVert( dv[ max ], dv[ (max + 1) % 4 ], &mid[ 0 ] );
-       LerpDrawVert( dv[ max + 2 ], dv[ (max + 3) % 4 ], &mid[ 1 ] );
-       
-       /* map the vertexes */
-       MapSingleLuxel( lm, info, &mid[ 0 ], plane, 1, stv, ttv, NULL );
-       MapSingleLuxel( lm, info, &mid[ 1 ], plane, 1, stv, ttv, NULL );
-       
-       /* 0 and 2 */
-       if( max == 0 )
-       {
-               /* recurse to first quad */
-               dv2[ 0 ] = dv[ 0 ];
-               dv2[ 1 ] = &mid[ 0 ];
-               dv2[ 2 ] = &mid[ 1 ];
-               dv2[ 3 ] = dv[ 3 ];
-               MapQuad_r( lm, info, dv2, plane, stv, ttv );
-               
-               /* recurse to second quad */
-               dv2[ 0 ] = &mid[ 0 ];
-               dv2[ 1 ] = dv[ 1 ];
-               dv2[ 2 ] = dv[ 2 ];
-               dv2[ 3 ] = &mid[ 1 ];
-               MapQuad_r( lm, info, dv2, plane, stv, ttv );
-       }
-       
-       /* 1 and 3 */
-       else
-       {
-               /* recurse to first quad */
-               dv2[ 0 ] = dv[ 0 ];
-               dv2[ 1 ] = dv[ 1 ];
-               dv2[ 2 ] = &mid[ 0 ];
-               dv2[ 3 ] = &mid[ 1 ];
-               MapQuad_r( lm, info, dv2, plane, stv, ttv );
-               
-               /* recurse to second quad */
-               dv2[ 0 ] = &mid[ 1 ];
-               dv2[ 1 ] = &mid[ 0 ];
-               dv2[ 2 ] = dv[ 2 ];
-               dv2[ 3 ] = dv[ 3 ];
-               MapQuad_r( lm, info, dv2, plane, stv, ttv );
-       }
-}
-
-
-
-/*
-MapQuad()
-seed function for MapQuad_r()
-requires a cw ordered triangle quad
-*/
-
-#define QUAD_PLANAR_EPSILON            0.5f
-
-static qboolean MapQuad( rawLightmap_t *lm, surfaceInfo_t *info, bspDrawVert_t *dv[ 4 ] )
-{
-       float                   dist;
-       vec4_t                  plane;
-       vec3_t                  *stv, *ttv, stvStatic[ 4 ], ttvStatic[ 4 ];
-       
-       
-       /* get plane if possible */
-       if( lm->plane != NULL )
-       {
-               VectorCopy( lm->plane, plane );
-               plane[ 3 ] = lm->plane[ 3 ];
-       }
-       
-       /* otherwise make one from the points */
-       else if( PlaneFromPoints( plane, dv[ 0 ]->xyz, dv[ 1 ]->xyz, dv[ 2 ]->xyz ) == qfalse )
-               return qfalse;
-       
-       /* 4th point must fall on the plane */
-       dist = DotProduct( plane, dv[ 3 ]->xyz ) - plane[ 3 ];
-       if( fabs( dist ) > QUAD_PLANAR_EPSILON )
-               return qfalse;
-       
-       /* check to see if we need to calculate texture->world tangent vectors */
-       if( info->si->normalImage != NULL && CalcTangentVectors( 4, dv, stvStatic, ttvStatic ) )
-       {
-               stv = stvStatic;
-               ttv = ttvStatic;
-       }
-       else
-       {
-               stv = NULL;
-               ttv = NULL;
-       }
-       
-       /* map the vertexes */
-       MapSingleLuxel( lm, info, dv[ 0 ], plane, 1, stv, ttv, NULL );
-       MapSingleLuxel( lm, info, dv[ 1 ], plane, 1, stv, ttv, NULL );
-       MapSingleLuxel( lm, info, dv[ 2 ], plane, 1, stv, ttv, NULL );
-       MapSingleLuxel( lm, info, dv[ 3 ], plane, 1, stv, ttv, NULL );
-       
-       /* subdivide the quad */
-       MapQuad_r( lm, info, dv, plane, stv, ttv );
-       return qtrue;
-}
-
-
-
-/*
-MapRawLightmap()
-maps the locations, normals, and pvs clusters for a raw lightmap
-*/
-
-#define VectorDivide( in, d, out )     VectorScale( in, (1.0f / (d)), out )    //%     (out)[ 0 ] = (in)[ 0 ] / (d), (out)[ 1 ] = (in)[ 1 ] / (d), (out)[ 2 ] = (in)[ 2 ] / (d)
-
-void MapRawLightmap( int rawLightmapNum )
-{
-       int                                     n, num, i, x, y, sx, sy, pw[ 5 ], r, *cluster, mapNonAxial;
-       float                           *luxel, *origin, *normal, samples, radius, pass;
-       rawLightmap_t           *lm;
-       bspDrawSurface_t        *ds;
-       surfaceInfo_t           *info;
-       mesh_t                          src, *subdivided, *mesh;
-       bspDrawVert_t           *verts, *dv[ 4 ], fake;
-       
-       
-       /* bail if this number exceeds the number of raw lightmaps */
-       if( rawLightmapNum >= numRawLightmaps )
-               return;
-       
-       /* get lightmap */
-       lm = &rawLightmaps[ rawLightmapNum ];
-       
-       /* -----------------------------------------------------------------
-          map referenced surfaces onto the raw lightmap
-          ----------------------------------------------------------------- */
-       
-       /* walk the list of surfaces on this raw lightmap */
-       for( n = 0; n < lm->numLightSurfaces; n++ )
-       {
-               /* with > 1 surface per raw lightmap, clear occluded */
-               if( n > 0 )
-               {
-                       for( y = 0; y < lm->sh; y++ )
-                       {
-                               for( x = 0; x < lm->sw; x++ )
-                               {
-                                       /* get cluster */
-                                       cluster = SUPER_CLUSTER( x, y );
-                                       if( *cluster < 0 )
-                                               *cluster = CLUSTER_UNMAPPED;
-                               }
-                       }
-               }
-               
-               /* get surface */
-               num = lightSurfaces[ lm->firstLightSurface + n ];
-               ds = &bspDrawSurfaces[ num ];
-               info = &surfaceInfos[ num ];
-               
-               /* bail if no lightmap to calculate */
-               if( info->lm != lm )
-               {
-                       Sys_Printf( "!" );
-                       continue;
-               }
-               
-               /* map the surface onto the lightmap origin/cluster/normal buffers */
-               switch( ds->surfaceType )
-               {
-                       case MST_PLANAR:
-                               /* get verts */
-                               verts = yDrawVerts + ds->firstVert;
-                               
-                               /* map the triangles */
-                               for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
-                               {
-                                       for( i = 0; i < ds->numIndexes; i += 3 )
-                                       {
-                                               dv[ 0 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i ] ];
-                                               dv[ 1 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 1 ] ];
-                                               dv[ 2 ] = &verts[ bspDrawIndexes[ ds->firstIndex + i + 2 ] ];
-                                               MapTriangle( lm, info, dv, mapNonAxial );
-                                       }
-                               }
-                               break;
-                       
-                       case MST_PATCH:
-                               /* make a mesh from the drawsurf */ 
-                               src.width = ds->patchWidth;
-                               src.height = ds->patchHeight;
-                               src.verts = &yDrawVerts[ ds->firstVert ];
-                               //%     subdivided = SubdivideMesh( src, 8, 512 );
-                               subdivided = SubdivideMesh2( src, info->patchIterations );
-                               
-                               /* fit it to the curve and remove colinear verts on rows/columns */
-                               PutMeshOnCurve( *subdivided );
-                               mesh = RemoveLinearMeshColumnsRows( subdivided );
-                               FreeMesh( subdivided );
-                               
-                               /* get verts */
-                               verts = mesh->verts;
-                               
-                               /* debug code */
-                               #if 0
-                                       if( lm->plane )
-                                       {
-                                               Sys_Printf( "Planar patch: [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f] [%1.3f %1.3f %1.3f]\n",
-                                                       lm->plane[ 0 ], lm->plane[ 1 ], lm->plane[ 2 ],
-                                                       lm->vecs[ 0 ][ 0 ], lm->vecs[ 0 ][ 1 ], lm->vecs[ 0 ][ 2 ],
-                                                       lm->vecs[ 1 ][ 0 ], lm->vecs[ 1 ][ 1 ], lm->vecs[ 1 ][ 2 ] );
-                                       }
-                               #endif
-                               
-                               /* map the mesh quads */
-                               #if 0
-
-                               for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
-                               {
-                                       for( y = 0; y < (mesh->height - 1); y++ )
-                                       {
-                                               for( x = 0; x < (mesh->width - 1); x++ )
-                                               {
-                                                       /* set indexes */
-                                                       pw[ 0 ] = x + (y * mesh->width);
-                                                       pw[ 1 ] = x + ((y + 1) * mesh->width);
-                                                       pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
-                                                       pw[ 3 ] = x + 1 + (y * mesh->width);
-                                                       pw[ 4 ] = x + (y * mesh->width);        /* same as pw[ 0 ] */
-                                                       
-                                                       /* set radix */
-                                                       r = (x + y) & 1;
-                                                       
-                                                       /* get drawverts and map first triangle */
-                                                       dv[ 0 ] = &verts[ pw[ r + 0 ] ];
-                                                       dv[ 1 ] = &verts[ pw[ r + 1 ] ];
-                                                       dv[ 2 ] = &verts[ pw[ r + 2 ] ];
-                                                       MapTriangle( lm, info, dv, mapNonAxial );
-                                                       
-                                                       /* get drawverts and map second triangle */
-                                                       dv[ 0 ] = &verts[ pw[ r + 0 ] ];
-                                                       dv[ 1 ] = &verts[ pw[ r + 2 ] ];
-                                                       dv[ 2 ] = &verts[ pw[ r + 3 ] ];
-                                                       MapTriangle( lm, info, dv, mapNonAxial );
-                                               }
-                                       }
-                               }
-                               
-                               #else
-                               
-                               for( y = 0; y < (mesh->height - 1); y++ )
-                               {
-                                       for( x = 0; x < (mesh->width - 1); x++ )
-                                       {
-                                               /* set indexes */
-                                               pw[ 0 ] = x + (y * mesh->width);
-                                               pw[ 1 ] = x + ((y + 1) * mesh->width);
-                                               pw[ 2 ] = x + 1 + ((y + 1) * mesh->width);
-                                               pw[ 3 ] = x + 1 + (y * mesh->width);
-                                               pw[ 4 ] = pw[ 0 ];
-                                               
-                                               /* set radix */
-                                               r = (x + y) & 1;
-                                               
-                                               /* attempt to map quad first */
-                                               dv[ 0 ] = &verts[ pw[ r + 0 ] ];
-                                               dv[ 1 ] = &verts[ pw[ r + 1 ] ];
-                                               dv[ 2 ] = &verts[ pw[ r + 2 ] ];
-                                               dv[ 3 ] = &verts[ pw[ r + 3 ] ];
-                                               if( MapQuad( lm, info, dv ) )
-                                                       continue;
-                                               
-                                               for( mapNonAxial = 0; mapNonAxial < 2; mapNonAxial++ )
-                                               {
-                                                       /* get drawverts and map first triangle */
-                                                       dv[ 1 ] = &verts[ pw[ r + 1 ] ];
-                                                       dv[ 2 ] = &verts[ pw[ r + 2 ] ];
-                                                       MapTriangle( lm, info, dv, mapNonAxial );
-                                                       
-                                                       /* get drawverts and map second triangle */
-                                                       dv[ 1 ] = &verts[ pw[ r + 2 ] ];
-                                                       dv[ 2 ] = &verts[ pw[ r + 3 ] ];
-                                                       MapTriangle( lm, info, dv, mapNonAxial );
-                                               }
-                                       }
-                               }
-                               
-                               #endif
-                               
-                               /* free the mesh */
-                               FreeMesh( mesh );
-                               break;
-                       
-                       default:
-                               break;
-               }
-       }
-       
-       /* -----------------------------------------------------------------
-          average and clean up luxel normals
-          ----------------------------------------------------------------- */
-       
-       /* walk the luxels */
-       for( y = 0; y < lm->sh; y++ )
-       {
-               for( x = 0; x < lm->sw; x++ )
-               {
-                       /* get luxel */
-                       luxel = SUPER_LUXEL( 0, x, y );
-                       normal = SUPER_NORMAL( x, y );
-                       cluster = SUPER_CLUSTER( x, y );
-
-                       /* only look at mapped luxels */
-                       if( *cluster < 0 )
-                               continue;
-                       
-                       /* the normal data could be the sum of multiple samples */
-                       if( luxel[ 3 ] > 1.0f )
-                               VectorNormalize( normal, normal );
-                       
-                       /* mark this luxel as having only one normal */
-                       luxel[ 3 ] = 1.0f;
-               }
-       }
-       
-       /* non-planar surfaces stop here */
-       if( lm->plane == NULL )
-               return;
-       
-       /* -----------------------------------------------------------------
-          map occluded or unuxed luxels
-          ----------------------------------------------------------------- */
-       
-       /* walk the luxels */
-       radius = floor( superSample / 2 );
-       radius = radius > 0 ? radius : 1.0f;
-       radius += 1.0f;
-       for( pass = 2.0f; pass <= radius; pass += 1.0f )
-       {
-               for( y = 0; y < lm->sh; y++ )
-               {
-                       for( x = 0; x < lm->sw; x++ )
-                       {
-                               /* get luxel */
-                               luxel = SUPER_LUXEL( 0, x, y );
-                               normal = SUPER_NORMAL( x, y );
-                               cluster = SUPER_CLUSTER( x, y );
-                               
-                               /* only look at unmapped luxels */
-                               if( *cluster != CLUSTER_UNMAPPED )
-                                       continue;
-                               
-                               /* divine a normal and origin from neighboring luxels */
-                               VectorClear( fake.xyz );
-                               VectorClear( fake.normal );
-                               fake.lightmap[ 0 ][ 0 ] = x;    //% 0.0001 + x;
-                               fake.lightmap[ 0 ][ 1 ] = y;    //% 0.0001 + y;
-                               samples = 0.0f;
-                               for( sy = (y - 1); sy <= (y + 1); sy++ )
-                               {
-                                       if( sy < 0 || sy >= lm->sh )
-                                               continue;
-                                       
-                                       for( sx = (x - 1); sx <= (x + 1); sx++ )
-                                       {
-                                               if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
-                                                       continue;
-                                               
-                                               /* get neighboring luxel */
-                                               luxel = SUPER_LUXEL( 0, sx, sy );
-                                               origin = SUPER_ORIGIN( sx, sy );
-                                               normal = SUPER_NORMAL( sx, sy );
-                                               cluster = SUPER_CLUSTER( sx, sy );
-                                               
-                                               /* only consider luxels mapped in previous passes */
-                                               if( *cluster < 0 || luxel[ 0 ] >= pass )
-                                                       continue;
-                                               
-                                               /* add its distinctiveness to our own */
-                                               VectorAdd( fake.xyz, origin, fake.xyz );
-                                               VectorAdd( fake.normal, normal, fake.normal );
-                                               samples += luxel[ 3 ];
-                                       }
-                               }
-                               
-                               /* any samples? */
-                               if( samples == 0.0f )
-                                       continue;
-                               
-                               /* average */
-                               VectorDivide( fake.xyz, samples, fake.xyz );
-                               //%     VectorDivide( fake.normal, samples, fake.normal );
-                               if( VectorNormalize( fake.normal, fake.normal ) == 0.0f )
-                                       continue;
-                               
-                               /* map the fake vert */
-                               MapSingleLuxel( lm, NULL, &fake, lm->plane, pass, NULL, NULL, NULL );
-                       }
-               }
-       }
-       
-       /* -----------------------------------------------------------------
-          average and clean up luxel normals
-          ----------------------------------------------------------------- */
-       
-       /* walk the luxels */
-       for( y = 0; y < lm->sh; y++ )
-       {
-               for( x = 0; x < lm->sw; x++ )
-               {
-                       /* get luxel */
-                       luxel = SUPER_LUXEL( 0, x, y );
-                       normal = SUPER_NORMAL( x, y );
-                       cluster = SUPER_CLUSTER( x, y );
-                       
-                       /* only look at mapped luxels */
-                       if( *cluster < 0 )
-                               continue;
-                       
-                       /* the normal data could be the sum of multiple samples */
-                       if( luxel[ 3 ] > 1.0f )
-                               VectorNormalize( normal, normal );
-                       
-                       /* mark this luxel as having only one normal */
-                       luxel[ 3 ] = 1.0f;
-               }
-       }
-       
-       /* debug code */
-       #if 0
-               Sys_Printf( "\n" );
-               for( y = 0; y < lm->sh; y++ )
-               {
-                       for( x = 0; x < lm->sw; x++ )
-                       {
-                               vec3_t  mins, maxs;
-                               
-
-                               cluster = SUPER_CLUSTER( x, y );
-                               origin = SUPER_ORIGIN( x, y );
-                               normal = SUPER_NORMAL( x, y );
-                               luxel = SUPER_LUXEL( x, y );
-                               
-                               if( *cluster < 0 )
-                                       continue;
-                               
-                               /* check if within the bounding boxes of all surfaces referenced */
-                               ClearBounds( mins, maxs );
-                               for( n = 0; n < lm->numLightSurfaces; n++ )
-                               {
-                                       int TOL;
-                                       info = &surfaceInfos[ lightSurfaces[ lm->firstLightSurface + n ] ];
-                                       TOL = info->sampleSize + 2;
-                                       AddPointToBounds( info->mins, mins, maxs );
-                                       AddPointToBounds( info->maxs, mins, maxs );
-                                       if( origin[ 0 ] > (info->mins[ 0 ] - TOL) && origin[ 0 ] < (info->maxs[ 0 ] + TOL) &&
-                                               origin[ 1 ] > (info->mins[ 1 ] - TOL) && origin[ 1 ] < (info->maxs[ 1 ] + TOL) &&
-                                               origin[ 2 ] > (info->mins[ 2 ] - TOL) && origin[ 2 ] < (info->maxs[ 2 ] + TOL) )
-                                               break;
-                               }
-                               
-                               /* inside? */
-                               if( n < lm->numLightSurfaces )
-                                       continue;
-                               
-                               /* report bogus origin */
-                               Sys_Printf( "%6d [%2d,%2d] (%4d): XYZ(%+4.1f %+4.1f %+4.1f) LO(%+4.1f %+4.1f %+4.1f) HI(%+4.1f %+4.1f %+4.1f) <%3.0f>\n",
-                                       rawLightmapNum, x, y, *cluster,
-                                       origin[ 0 ], origin[ 1 ], origin[ 2 ],
-                                       mins[ 0 ], mins[ 1 ], mins[ 2 ],
-                                       maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
-                                       luxel[ 3 ] );
-                       }
-               }
-       #endif
-}
-
-
-
-/*
-SetupDirt()
-sets up dirtmap (ambient occlusion)
-*/
-
-#define DIRT_CONE_ANGLE                                88      /* degrees */
-#define DIRT_NUM_ANGLE_STEPS           16
-#define DIRT_NUM_ELEVATION_STEPS       3
-#define        DIRT_NUM_VECTORS                        (DIRT_NUM_ANGLE_STEPS * DIRT_NUM_ELEVATION_STEPS)
-
-static vec3_t          dirtVectors[ DIRT_NUM_VECTORS ];
-static int                     numDirtVectors = 0;
-
-void SetupDirt( void )
-{
-       int             i, j;
-       float   angle, elevation, angleStep, elevationStep;
-       
-       
-       /* note it */
-       Sys_FPrintf( SYS_VRB, "--- SetupDirt ---\n" );
-       
-       /* calculate angular steps */
-       angleStep = DEG2RAD( 360.0f / DIRT_NUM_ANGLE_STEPS );
-       elevationStep = DEG2RAD( DIRT_CONE_ANGLE / DIRT_NUM_ELEVATION_STEPS );
-       
-       /* iterate angle */
-       angle = 0.0f;
-       for( i = 0, angle = 0.0f; i < DIRT_NUM_ANGLE_STEPS; i++, angle += angleStep )
-       {
-               /* iterate elevation */
-               for( j = 0, elevation = elevationStep * 0.5f; j < DIRT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
-               {
-                       dirtVectors[ numDirtVectors ][ 0 ] = sin( elevation ) * cos( angle );
-                       dirtVectors[ numDirtVectors ][ 1 ] = sin( elevation ) * sin( angle );
-                       dirtVectors[ numDirtVectors ][ 2 ] = cos( elevation );
-                       numDirtVectors++;
-               }
-       }
-       
-       /* emit some statistics */
-       Sys_FPrintf( SYS_VRB, "%9d dirtmap vectors\n", numDirtVectors );
-}
-
-
-/*
-DirtForSample()
-calculates dirt value for a given sample
-*/
-
-float DirtForSample( trace_t *trace )
-{
-       int             i;
-       float   gatherDirt, outDirt, angle, elevation, ooDepth;
-       vec3_t  normal, worldUp, myUp, myRt, temp, direction, displacement;
-       
-       
-       /* dummy check */
-       if( !dirty )
-               return 1.0f;
-       if( trace == NULL || trace->cluster < 0 )
-               return 0.0f;
-       
-       /* setup */
-       gatherDirt = 0.0f;
-       ooDepth = 1.0f / dirtDepth;
-       VectorCopy( trace->normal, normal );
-       
-       /* check if the normal is aligned to the world-up */
-       if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
-       {
-               if( normal[ 2 ] == 1.0f )               
-               {
-                       VectorSet( myRt, 1.0f, 0.0f, 0.0f );
-                       VectorSet( myUp, 0.0f, 1.0f, 0.0f );
-               }
-               else if( normal[ 2 ] == -1.0f )
-               {
-                       VectorSet( myRt, -1.0f, 0.0f, 0.0f );
-                       VectorSet( myUp,  0.0f, 1.0f, 0.0f );
-               }
-       }
-       else
-       {
-               VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
-               CrossProduct( normal, worldUp, myRt );
-               VectorNormalize( myRt, myRt );
-               CrossProduct( myRt, normal, myUp );
-               VectorNormalize( myUp, myUp );
-       }
-       
-       /* 1 = random mode, 0 (well everything else) = non-random mode */
-       if( dirtMode == 1 )
-       {
-               /* iterate */
-               for( i = 0; i < numDirtVectors; i++ )
-               {
-                       /* get random vector */
-                       angle = Random() * DEG2RAD( 360.0f );
-                       elevation = Random() * DEG2RAD( DIRT_CONE_ANGLE );
-                       temp[ 0 ] = cos( angle ) * sin( elevation );
-                       temp[ 1 ] = sin( angle ) * sin( elevation );
-                       temp[ 2 ] = cos( elevation );
-                       
-                       /* transform into tangent space */
-                       direction[ 0 ] = myRt[ 0 ] * temp[ 0 ] + myUp[ 0 ] * temp[ 1 ] + normal[ 0 ] * temp[ 2 ];
-                       direction[ 1 ] = myRt[ 1 ] * temp[ 0 ] + myUp[ 1 ] * temp[ 1 ] + normal[ 1 ] * temp[ 2 ];
-                       direction[ 2 ] = myRt[ 2 ] * temp[ 0 ] + myUp[ 2 ] * temp[ 1 ] + normal[ 2 ] * temp[ 2 ];
-                       
-                       /* set endpoint */
-                       VectorMA( trace->origin, dirtDepth, direction, trace->end );
-                       SetupTrace( trace );
-                       
-                       /* trace */
-                       TraceLine( trace );
-                       if( trace->opaque && !(trace->compileFlags & C_SKY) )
-                       {
-                               VectorSubtract( trace->hit, trace->origin, displacement );
-                               gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
-                       }
-               }
-       }
-       else
-       {
-               /* iterate through ordered vectors */
-               for( i = 0; i < numDirtVectors; i++ )
-               {
-                       /* transform vector into tangent space */
-                       direction[ 0 ] = myRt[ 0 ] * dirtVectors[ i ][ 0 ] + myUp[ 0 ] * dirtVectors[ i ][ 1 ] + normal[ 0 ] * dirtVectors[ i ][ 2 ];
-                       direction[ 1 ] = myRt[ 1 ] * dirtVectors[ i ][ 0 ] + myUp[ 1 ] * dirtVectors[ i ][ 1 ] + normal[ 1 ] * dirtVectors[ i ][ 2 ];
-                       direction[ 2 ] = myRt[ 2 ] * dirtVectors[ i ][ 0 ] + myUp[ 2 ] * dirtVectors[ i ][ 1 ] + normal[ 2 ] * dirtVectors[ i ][ 2 ];
-                       
-                       /* set endpoint */
-                       VectorMA( trace->origin, dirtDepth, direction, trace->end );
-                       SetupTrace( trace );
-                       
-                       /* trace */
-                       TraceLine( trace );
-                       if( trace->opaque )
-                       {
-                               VectorSubtract( trace->hit, trace->origin, displacement );
-                               gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
-                       }
-               }
-       }
-       
-       /* direct ray */
-       VectorMA( trace->origin, dirtDepth, normal, trace->end );
-       SetupTrace( trace );
-       
-       /* trace */
-       TraceLine( trace );
-       if( trace->opaque )
-       {
-               VectorSubtract( trace->hit, trace->origin, displacement );
-               gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
-       }
-       
-       /* early out */
-       if( gatherDirt <= 0.0f )
-               return 1.0f;
-       
-       /* apply gain (does this even do much? heh) */
-       outDirt = pow( gatherDirt / (numDirtVectors + 1), dirtGain );
-       if( outDirt > 1.0f )
-               outDirt = 1.0f;
-       
-       /* apply scale */
-       outDirt *= dirtScale;
-       if( outDirt > 1.0f )
-               outDirt = 1.0f;
-       
-       /* return to sender */
-       return 1.0f - outDirt;
-}
-
-
-
-/*
-DirtyRawLightmap()
-calculates dirty fraction for each luxel
-*/
-
-void DirtyRawLightmap( int rawLightmapNum )
-{
-       int                                     i, x, y, sx, sy, *cluster;
-       float                           *origin, *normal, *dirt, *dirt2, average, samples;
-       rawLightmap_t           *lm;
-       surfaceInfo_t           *info;
-       trace_t                         trace;
-       qboolean                        noDirty;
-
-       
-       /* bail if this number exceeds the number of raw lightmaps */
-       if( rawLightmapNum >= numRawLightmaps )
-               return;
-       
-       /* get lightmap */
-       lm = &rawLightmaps[ rawLightmapNum ];
-       
-       /* setup trace */
-       trace.testOcclusion = qtrue;
-       trace.forceSunlight = qfalse;
-       trace.recvShadows = lm->recvShadows;
-       trace.numSurfaces = lm->numLightSurfaces;
-       trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
-       trace.inhibitRadius = 0.0f;
-       trace.testAll = qfalse;
-       
-       /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
-       trace.twoSided = qfalse;
-       for( i = 0; i < trace.numSurfaces; i++ )
-       {
-               /* get surface */
-               info = &surfaceInfos[ trace.surfaces[ i ] ];
-               
-               /* check twosidedness */
-               if( info->si->twoSided )
-               {
-                       trace.twoSided = qtrue;
-                       break;
-               }
-       }
-
-       noDirty = qfalse;
-       for( i = 0; i < trace.numSurfaces; i++ )
-       {
-               /* get surface */
-               info = &surfaceInfos[ trace.surfaces[ i ] ];
-
-               /* check twosidedness */
-               if( info->si->noDirty )
-               {
-                       noDirty = qtrue;
-                       break;
-               }
-       }
-       
-       /* gather dirt */
-       for( y = 0; y < lm->sh; y++ )
-       {
-               for( x = 0; x < lm->sw; x++ )
-               {
-                       /* get luxel */
-                       cluster = SUPER_CLUSTER( x, y );
-                       origin = SUPER_ORIGIN( x, y );
-                       normal = SUPER_NORMAL( x, y );
-                       dirt = SUPER_DIRT( x, y );
-                       
-                       /* set default dirt */
-                       *dirt = 0.0f;
-                       
-                       /* only look at mapped luxels */
-                       if( *cluster < 0 )
-                               continue;
-
-                       /* don't apply dirty on this surface */
-                       if( noDirty )
-                       {
-                               *dirt = 1.0f;
-                               continue;
-                       }
-                       
-                       /* copy to trace */
-                       trace.cluster = *cluster;
-                       VectorCopy( origin, trace.origin );
-                       VectorCopy( normal, trace.normal );
-                       
-                       /* get dirt */
-                       *dirt = DirtForSample( &trace );
-               }
-       }
-       
-       /* testing no filtering */
-       //%     return;
-       
-       /* filter dirt */
-       for( y = 0; y < lm->sh; y++ )
-       {
-               for( x = 0; x < lm->sw; x++ )
-               {
-                       /* get luxel */
-                       cluster = SUPER_CLUSTER( x, y );
-                       dirt = SUPER_DIRT( x, y );
-                       
-                       /* filter dirt by adjacency to unmapped luxels */
-                       average = *dirt;
-                       samples = 1.0f;
-                       for( sy = (y - 1); sy <= (y + 1); sy++ )
-                       {
-                               if( sy < 0 || sy >= lm->sh )
-                                       continue;
-                               
-                               for( sx = (x - 1); sx <= (x + 1); sx++ )
-                               {
-                                       if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
-                                               continue;
-                                       
-                                       /* get neighboring luxel */
-                                       cluster = SUPER_CLUSTER( sx, sy );
-                                       dirt2 = SUPER_DIRT( sx, sy );
-                                       if( *cluster < 0 || *dirt2 <= 0.0f )
-                                               continue;
-                                       
-                                       /* add it */
-                                       average += *dirt2;
-                                       samples += 1.0f;
-                               }
-                               
-                               /* bail */
-                               if( samples <= 0.0f )
-                                       break;
-                       }
-                       
-                       /* bail */
-                       if( samples <= 0.0f )
-                               continue;
-                       
-                       /* scale dirt */
-                       *dirt = average / samples;
-               }
-       }
-}
-
-
-
-/*
-SubmapRawLuxel()
-calculates the pvs cluster, origin, normal of a sub-luxel
-*/
-
-static qboolean SubmapRawLuxel( rawLightmap_t *lm, int x, int y, float bx, float by, int *sampleCluster, vec3_t sampleOrigin, vec3_t sampleNormal )
-{
-       int                     i, *cluster, *cluster2;
-       float           *origin, *origin2, *normal;     //%     , *normal2;
-       vec3_t          originVecs[ 2 ];                        //%     , normalVecs[ 2 ];
-       
-       
-       /* calulate x vector */
-       if( (x < (lm->sw - 1) && bx >= 0.0f) || (x == 0 && bx <= 0.0f) )
-       {
-               cluster = SUPER_CLUSTER( x, y );
-               origin = SUPER_ORIGIN( x, y );
-               //%     normal = SUPER_NORMAL( x, y );
-               cluster2 = SUPER_CLUSTER( x + 1, y );
-               origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x + 1, y );
-               //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x + 1, y );
-       }
-       else if( (x > 0 && bx <= 0.0f) || (x == (lm->sw - 1) && bx >= 0.0f) )
-       {
-               cluster = SUPER_CLUSTER( x - 1, y );
-               origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x - 1, y );
-               //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x - 1, y );
-               cluster2 = SUPER_CLUSTER( x, y );
-               origin2 = SUPER_ORIGIN( x, y );
-               //%     normal2 = SUPER_NORMAL( x, y );
-       }
-       else
-       {
-               Error( "Spurious lightmap S vector\n" );
-       }
-       
-       VectorSubtract( origin2, origin, originVecs[ 0 ] );
-       //%     VectorSubtract( normal2, normal, normalVecs[ 0 ] );
-       
-       /* calulate y vector */
-       if( (y < (lm->sh - 1) && bx >= 0.0f) || (y == 0 && bx <= 0.0f) )
-       {
-               cluster = SUPER_CLUSTER( x, y );
-               origin = SUPER_ORIGIN( x, y );
-               //%     normal = SUPER_NORMAL( x, y );
-               cluster2 = SUPER_CLUSTER( x, y + 1 );
-               origin2 = *cluster2 < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y + 1 );
-               //%     normal2 = *cluster2 < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y + 1 );
-       }
-       else if( (y > 0 && bx <= 0.0f) || (y == (lm->sh - 1) && bx >= 0.0f) )
-       {
-               cluster = SUPER_CLUSTER( x, y - 1 );
-               origin = *cluster < 0 ? SUPER_ORIGIN( x, y ) : SUPER_ORIGIN( x, y - 1 );
-               //%     normal = *cluster < 0 ? SUPER_NORMAL( x, y ) : SUPER_NORMAL( x, y - 1 );
-               cluster2 = SUPER_CLUSTER( x, y );
-               origin2 = SUPER_ORIGIN( x, y );
-               //%     normal2 = SUPER_NORMAL( x, y );
-       }
-       else
-               Sys_Printf( "WARNING: Spurious lightmap T vector\n" );
-       
-       VectorSubtract( origin2, origin, originVecs[ 1 ] );
-       //%     VectorSubtract( normal2, normal, normalVecs[ 1 ] );
-       
-       /* calculate new origin */
-       //%     VectorMA( origin, bx, originVecs[ 0 ], sampleOrigin );
-       //%     VectorMA( sampleOrigin, by, originVecs[ 1 ], sampleOrigin );
-       for( i = 0; i < 3; i++ )
-               sampleOrigin[ i ] = sampleOrigin[ i ] + (bx * originVecs[ 0 ][ i ]) + (by * originVecs[ 1 ][ i ]);
-       
-       /* get cluster */
-       *sampleCluster = ClusterForPointExtFilter( sampleOrigin, (LUXEL_EPSILON * 2), lm->numLightClusters, lm->lightClusters );
-       if( *sampleCluster < 0 )
-               return qfalse;
-       
-       /* calculate new normal */
-       //%     VectorMA( normal, bx, normalVecs[ 0 ], sampleNormal );
-       //%     VectorMA( sampleNormal, by, normalVecs[ 1 ], sampleNormal );
-       //%     if( VectorNormalize( sampleNormal, sampleNormal ) <= 0.0f )
-       //%             return qfalse;
-       normal = SUPER_NORMAL( x, y );
-       VectorCopy( normal, sampleNormal );
-       
-       /* return ok */
-       return qtrue;
-}
-
-
-/*
-SubsampleRawLuxel_r()
-recursively subsamples a luxel until its color gradient is low enough or subsampling limit is reached
-*/
-
-static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
-{
-       int                     b, samples, mapped, lighted;
-       int                     cluster[ 4 ];
-       vec4_t          luxel[ 4 ];
-       vec3_t          deluxel[ 3 ];
-       vec3_t          origin[ 4 ], normal[ 4 ];
-       float           biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
-       vec3_t          color, direction, total;
-       
-       
-       /* limit check */
-       if( lightLuxel[ 3 ] >= lightSamples )
-               return;
-       
-       /* setup */
-       VectorClear( total );
-       mapped = 0;
-       lighted = 0;
-       
-       /* make 2x2 subsample stamp */
-       for( b = 0; b < 4; b++ )
-       {
-               /* set origin */
-               VectorCopy( sampleOrigin, origin[ b ] );
-               
-               /* calculate position */
-               if( !SubmapRawLuxel( lm, x, y, (bias * biasDirs[ b ][ 0 ]), (bias * biasDirs[ b ][ 1 ]), &cluster[ b ], origin[ b ], normal[ b ] ) )
-               {
-                       cluster[ b ] = -1;
-                       continue;
-               }
-               mapped++;
-               
-               /* increment sample count */
-               luxel[ b ][ 3 ] = lightLuxel[ 3 ] + 1.0f;
-               
-               /* setup trace */
-               trace->cluster = *cluster;
-               VectorCopy( origin[ b ], trace->origin );
-               VectorCopy( normal[ b ], trace->normal );
-               
-               /* sample light */
-
-               LightContributionToSample( trace );
-               if(trace->forceSubsampling > 1.0f)
-               {
-                       /* alphashadow: we subsample as deep as we can */
-                       ++lighted;
-                       ++mapped;
-                       ++mapped;
-               }
-               
-               /* add to totals (fixme: make contrast function) */
-               VectorCopy( trace->color, luxel[ b ] );
-               if(lightDeluxel)
-               {
-                       VectorCopy( trace->directionContribution, deluxel[ b ] );
-               }
-               VectorAdd( total, trace->color, total );
-               if( (luxel[ b ][ 0 ] + luxel[ b ][ 1 ] + luxel[ b ][ 2 ]) > 0.0f )
-                       lighted++;
-       }
-       
-       /* subsample further? */
-       if( (lightLuxel[ 3 ] + 1.0f) < lightSamples &&
-               (total[ 0 ] > 4.0f || total[ 1 ] > 4.0f || total[ 2 ] > 4.0f) &&
-               lighted != 0 && lighted != mapped )
-       {
-               for( b = 0; b < 4; b++ )
-               {
-                       if( cluster[ b ] < 0 )
-                               continue;
-                       SubsampleRawLuxel_r( lm, trace, origin[ b ], x, y, (bias * 0.5f), luxel[ b ], lightDeluxel ? deluxel[ b ] : NULL );
-               }
-       }
-       
-       /* average */
-       //%     VectorClear( color );
-       //%     samples = 0;
-       VectorCopy( lightLuxel, color );
-       if(lightDeluxel)
-       {
-               VectorCopy( lightDeluxel, direction );
-       }
-       samples = 1;
-       for( b = 0; b < 4; b++ )
-       {
-               if( cluster[ b ] < 0 )
-                       continue;
-               VectorAdd( color, luxel[ b ], color );
-               if(lightDeluxel)
-               {
-                       VectorAdd( direction, deluxel[ b ], direction );
-               }
-               samples++;
-       }
-       
-       /* add to luxel */
-       if( samples > 0 )
-       {
-               /* average */
-               color[ 0 ] /= samples;
-               color[ 1 ] /= samples;
-               color[ 2 ] /= samples;
-
-               /* add to color */
-               VectorCopy( color, lightLuxel );
-               lightLuxel[ 3 ] += 1.0f;
-
-               if(lightDeluxel)
-               {
-                       direction[ 0 ] /= samples;
-                       direction[ 1 ] /= samples;
-                       direction[ 2 ] /= samples;
-                       VectorCopy( direction, lightDeluxel );
-               }
-       }
-}
-
-/* A mostly Gaussian-like bounded random distribution (sigma is expected standard deviation) */
-static void GaussLikeRandom(float sigma, float *x, float *y)
-{
-       float r;
-       r = Random() * 2 * Q_PI;
-       *x = sigma * 2.73861278752581783822 * cos(r);
-       *y = sigma * 2.73861278752581783822 * sin(r);
-       r = Random();
-       r = 1 - sqrt(r);
-       r = 1 - sqrt(r);
-       *x *= r;
-       *y *= r;
-}
-static void RandomSubsampleRawLuxel( rawLightmap_t *lm, trace_t *trace, vec3_t sampleOrigin, int x, int y, float bias, float *lightLuxel, float *lightDeluxel )
-{
-       int                     b, mapped;
-       int                     cluster;
-       vec3_t          origin, normal;
-       vec3_t          total, totaldirection;
-       float           dx, dy;
-       
-       VectorClear( total );
-       VectorClear( totaldirection );
-       mapped = 0;
-       for(b = 0; b < lightSamples; ++b)
-       {
-               /* set origin */
-               VectorCopy( sampleOrigin, origin );
-               GaussLikeRandom(bias, &dx, &dy);
-
-               /* calculate position */
-               if( !SubmapRawLuxel( lm, x, y, dx, dy, &cluster, origin, normal ) )
-               {
-                       cluster = -1;
-                       continue;
-               }
-               mapped++;
-
-               trace->cluster = cluster;
-               VectorCopy( origin, trace->origin );
-               VectorCopy( normal, trace->normal );
-
-               LightContributionToSample( trace );
-               VectorAdd( total, trace->color, total );
-               if(lightDeluxel)
-               {
-                       VectorAdd( totaldirection, trace->directionContribution, totaldirection );
-               }
-       }
-
-       /* add to luxel */
-       if( mapped > 0 )
-       {
-               /* average */
-               lightLuxel[ 0 ] = total[ 0 ] / mapped;
-               lightLuxel[ 1 ] = total[ 1 ] / mapped;
-               lightLuxel[ 2 ] = total[ 2 ] / mapped;
-
-               if(lightDeluxel)
-               {
-                       lightDeluxel[ 0 ] = totaldirection[ 0 ] / mapped;
-                       lightDeluxel[ 1 ] = totaldirection[ 1 ] / mapped;
-                       lightDeluxel[ 2 ] = totaldirection[ 2 ] / mapped;
-               }
-       }
-}
-
-
-
-/*
-IlluminateRawLightmap()
-illuminates the luxels
-*/
-
-#define STACK_LL_SIZE                  (SUPER_LUXEL_SIZE * 64 * 64)
-#define LIGHT_LUXEL( x, y )            (lightLuxels + ((((y) * lm->sw) + (x)) * SUPER_LUXEL_SIZE))
-#define LIGHT_DELUXEL( x, y )          (lightDeluxels + ((((y) * lm->sw) + (x)) * SUPER_DELUXEL_SIZE))
-
-void IlluminateRawLightmap( int rawLightmapNum )
-{
-       int                                     i, t, x, y, sx, sy, size, luxelFilterRadius, lightmapNum;
-       int                                     *cluster, *cluster2, mapped, lighted, totalLighted;
-       size_t                                  llSize, ldSize;
-       rawLightmap_t           *lm;
-       surfaceInfo_t           *info;
-       qboolean                        filterColor, filterDir;
-       float                           brightness;
-       float                           *origin, *normal, *dirt, *luxel, *luxel2, *deluxel, *deluxel2;
-       unsigned char                   *flag;
-       float                           *lightLuxels, *lightDeluxels, *lightLuxel, *lightDeluxel, samples, filterRadius, weight;
-       vec3_t                          color, direction, averageColor, averageDir, total, temp, temp2;
-       float                           tests[ 4 ][ 2 ] = { { 0.0f, 0 }, { 1, 0 }, { 0, 1 }, { 1, 1 } };
-       trace_t                         trace;
-       float                           stackLightLuxels[ STACK_LL_SIZE ];
-       
-       
-       /* bail if this number exceeds the number of raw lightmaps */
-       if( rawLightmapNum >= numRawLightmaps )
-               return;
-       
-       /* get lightmap */
-       lm = &rawLightmaps[ rawLightmapNum ];
-       
-       /* setup trace */
-       trace.testOcclusion = !noTrace;
-       trace.forceSunlight = qfalse;
-       trace.recvShadows = lm->recvShadows;
-       trace.numSurfaces = lm->numLightSurfaces;
-       trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
-       trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
-       
-       /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
-       trace.twoSided = qfalse;
-       for( i = 0; i < trace.numSurfaces; i++ )
-       {
-               /* get surface */
-               info = &surfaceInfos[ trace.surfaces[ i ] ];
-               
-               /* check twosidedness */
-               if( info->si->twoSided )
-               {
-                       trace.twoSided = qtrue;
-                       break;
-               }
-       }
-       
-       /* create a culled light list for this raw lightmap */
-       CreateTraceLightsForBounds( lm->mins, lm->maxs, lm->plane, lm->numLightClusters, lm->lightClusters, LIGHT_SURFACES, &trace );
-       
-       /* -----------------------------------------------------------------
-          fill pass
-          ----------------------------------------------------------------- */
-       
-       /* set counts */
-       numLuxelsIlluminated += (lm->sw * lm->sh);
-       
-       /* test debugging state */
-       if( debugSurfaces || debugAxis || debugCluster || debugOrigin || dirtDebug || normalmap )
-       {
-               /* debug fill the luxels */
-               for( y = 0; y < lm->sh; y++ )
-               {
-                       for( x = 0; x < lm->sw; x++ )
-                       {
-                               /* get cluster */
-                               cluster = SUPER_CLUSTER( x, y );
-
-                               /* only fill mapped luxels */
-                               if( *cluster < 0 )
-                                       continue;
-                               
-                               /* get particulars */
-                               luxel = SUPER_LUXEL( 0, x, y );
-                               origin = SUPER_ORIGIN( x, y );
-                               normal = SUPER_NORMAL( x, y );
-                               
-                               /* color the luxel with raw lightmap num? */
-                               if( debugSurfaces )
-                                       VectorCopy( debugColors[ rawLightmapNum % 12 ], luxel );
-                               
-                               /* color the luxel with lightmap axis? */
-                               else if( debugAxis )
-                               {
-                                       luxel[ 0 ] = (lm->axis[ 0 ] + 1.0f) * 127.5f;
-                                       luxel[ 1 ] = (lm->axis[ 1 ] + 1.0f) * 127.5f;
-                                       luxel[ 2 ] = (lm->axis[ 2 ] + 1.0f) * 127.5f;
-                               }
-                               
-                               /* color the luxel with luxel cluster? */
-                               else if( debugCluster )
-                                       VectorCopy( debugColors[ *cluster % 12 ], luxel );
-                               
-                               /* color the luxel with luxel origin? */
-                               else if( debugOrigin )
-                               {
-                                       VectorSubtract( lm->maxs, lm->mins, temp );
-                                       VectorScale( temp, (1.0f / 255.0f), temp );
-                                       VectorSubtract( origin, lm->mins, temp2 );
-                                       luxel[ 0 ] = lm->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
-                                       luxel[ 1 ] = lm->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
-                                       luxel[ 2 ] = lm->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
-                               }
-                               
-                               /* color the luxel with the normal */
-                               else if( normalmap )
-                               {
-                                       luxel[ 0 ] = (normal[ 0 ] + 1.0f) * 127.5f;
-                                       luxel[ 1 ] = (normal[ 1 ] + 1.0f) * 127.5f;
-                                       luxel[ 2 ] = (normal[ 2 ] + 1.0f) * 127.5f;
-                               }
-                               
-                               /* otherwise clear it */
-                               else
-                                       VectorClear( luxel );
-                               
-                               /* add to counts */
-                               luxel[ 3 ] = 1.0f;
-                       }
-               }
-       }
-       else
-       {
-               /* allocate temporary per-light luxel storage */
-               llSize = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
-               ldSize = lm->sw * lm->sh * SUPER_DELUXEL_SIZE * sizeof( float );
-               if( llSize <= (STACK_LL_SIZE * sizeof( float )) )
-                       lightLuxels = stackLightLuxels;
-               else
-                       lightLuxels = safe_malloc( llSize );
-               if(deluxemap)
-                       lightDeluxels = safe_malloc( ldSize );
-               else
-                       lightDeluxels = NULL;
-               
-               /* clear luxels */
-               //%     memset( lm->superLuxels[ 0 ], 0, llSize );
-               
-               /* set ambient color */
-               for( y = 0; y < lm->sh; y++ )
-               {
-                       for( x = 0; x < lm->sw; x++ )
-                       {
-                               /* get cluster */
-                               cluster = SUPER_CLUSTER( x, y );
-                               luxel = SUPER_LUXEL( 0, x, y );
-                               normal = SUPER_NORMAL( x, y );
-                               deluxel = SUPER_DELUXEL( x, y );
-                               
-                               /* blacken unmapped clusters */
-                               if( *cluster < 0 )
-                                       VectorClear( luxel );
-                               
-                               /* set ambient */
-                               else
-                               {
-                                       VectorCopy( ambientColor, luxel );
-                                       if( deluxemap )
-                                       {
-                                               brightness = RGBTOGRAY( ambientColor ) * ( 1.0f/255.0f );
-
-                                               // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
-                                               if(brightness < 0.00390625f)
-                                                       brightness = 0.00390625f;
-
-                                               VectorScale( normal, brightness, deluxel );
-                                       }
-                                       luxel[ 3 ] = 1.0f;
-                               }
-                       }
-               }
-               
-               /* clear styled lightmaps */
-               size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
-               for( lightmapNum = 1; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-               {
-                       if( lm->superLuxels[ lightmapNum ] != NULL )
-                               memset( lm->superLuxels[ lightmapNum ], 0, size );
-               }
-               
-               /* debugging code */
-               //%     if( trace.numLights <= 0 )
-               //%             Sys_Printf( "Lightmap %9d: 0 lights, axis: %.2f, %.2f, %.2f\n", rawLightmapNum, lm->axis[ 0 ], lm->axis[ 1 ], lm->axis[ 2 ] );
-               
-               /* walk light list */
-               for( i = 0; i < trace.numLights; i++ )
-               {
-                       /* setup trace */
-                       trace.light = trace.lights[ i ];
-                       
-                       /* style check */
-                       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-                       {
-                               if( lm->styles[ lightmapNum ] == trace.light->style ||
-                                       lm->styles[ lightmapNum ] == LS_NONE )
-                                       break;
-                       }
-                       
-                       /* max of MAX_LIGHTMAPS (4) styles allowed to hit a surface/lightmap */
-                       if( lightmapNum >= MAX_LIGHTMAPS )
-                       {
-                               Sys_Printf( "WARNING: Hit per-surface style limit (%d)\n", MAX_LIGHTMAPS );
-                               continue;
-                       }
-                       
-                       /* setup */
-                       memset( lightLuxels, 0, llSize );
-                       if(deluxemap)
-                               memset( lightDeluxels, 0, ldSize );
-                       totalLighted = 0;
-                       
-                       /* determine filter radius */
-                       filterRadius = lm->filterRadius > trace.light->filterRadius
-                               ? lm->filterRadius
-                               : trace.light->filterRadius;
-                       if( filterRadius < 0.0f )
-                               filterRadius = 0.0f;
-                       
-                       /* set luxel filter radius */
-                       luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
-                       if( luxelFilterRadius == 0 && (filterRadius > 0.0f || filter) )
-                               luxelFilterRadius = 1;
-
-                       /* allocate sampling flags storage */
-                       if((lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
-                       {
-                               size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( unsigned char );
-                               if(lm->superFlags == NULL)
-                                       lm->superFlags = safe_malloc( size );
-                               memset( (void *) lm->superFlags, 0, size );
-                       }
-
-                       /* initial pass, one sample per luxel */
-                       for( y = 0; y < lm->sh; y++ )
-                       {
-                               for( x = 0; x < lm->sw; x++ )
-                               {
-                                       /* get cluster */
-                                       cluster = SUPER_CLUSTER( x, y );
-                                       if( *cluster < 0 )
-                                               continue;
-                                       
-                                       /* get particulars */
-                                       lightLuxel = LIGHT_LUXEL( x, y );
-                                       lightDeluxel = LIGHT_DELUXEL( x, y );
-                                       origin = SUPER_ORIGIN( x, y );
-                                       normal = SUPER_NORMAL( x, y );
-                                       flag = SUPER_FLAG( x, y );
-
-#if 0
-                                       ////////// 27's temp hack for testing edge clipping ////
-                                       if( origin[0]==0 && origin[1]==0 && origin[2]==0 )
-                                       {
-                                               lightLuxel[ 1 ] = 255;
-                                               lightLuxel[ 3 ] = 1.0f;
-                                               totalLighted++;
-                                       }
-                                       else
-#endif
-                                       {
-                                               /* set contribution count */
-                                               lightLuxel[ 3 ] = 1.0f;
-
-                                               /* setup trace */
-                                               trace.cluster = *cluster;
-                                               VectorCopy( origin, trace.origin );
-                                               VectorCopy( normal, trace.normal );
-
-                                               /* get light for this sample */
-                                               LightContributionToSample( &trace );
-                                               VectorCopy( trace.color, lightLuxel );
-
-                                               /* add the contribution to the deluxemap */
-                                               if( deluxemap )
-                                               {
-                                                       VectorCopy( trace.directionContribution, lightDeluxel );
-                                               }
-
-                                               /* check for evilness */
-                                               if(trace.forceSubsampling > 1.0f && (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0)
-                                               {
-                                                       totalLighted++;
-                                                       *flag |= FLAG_FORCE_SUBSAMPLING; /* force */
-                                               }
-                                               /* add to count */
-                                               else if( trace.color[ 0 ] || trace.color[ 1 ] || trace.color[ 2 ] )
-                                                       totalLighted++;
-                                       }
-                               }
-                       }
-                       
-                       /* don't even bother with everything else if nothing was lit */
-                       if( totalLighted == 0 )
-                               continue;
-                       
-                       /* secondary pass, adaptive supersampling (fixme: use a contrast function to determine if subsampling is necessary) */
-                       /* 2003-09-27: changed it so filtering disamples supersampling, as it would waste time */
-                       if( (lightSamples > 1 || lightRandomSamples) && luxelFilterRadius == 0 )
-                       {
-                               /* walk luxels */
-                               for( y = 0; y < (lm->sh - 1); y++ )
-                               {
-                                       for( x = 0; x < (lm->sw - 1); x++ )
-                                       {
-                                               /* setup */
-                                               mapped = 0;
-                                               lighted = 0;
-                                               VectorClear( total );
-                                               
-                                               /* test 2x2 stamp */
-                                               for( t = 0; t < 4; t++ )
-                                               {
-                                                       /* set sample coords */
-                                                       sx = x + tests[ t ][ 0 ];
-                                                       sy = y + tests[ t ][ 1 ];
-                                                       
-                                                       /* get cluster */
-                                                       cluster = SUPER_CLUSTER( sx, sy );
-                                                       if( *cluster < 0 )
-                                                               continue;
-                                                       mapped++;
-                                                       
-                                                       /* get luxel */
-                                                       flag = SUPER_FLAG( sx, sy );
-                                                       if(*flag & FLAG_FORCE_SUBSAMPLING)
-                                                       {
-                                                               /* force a lighted/mapped discrepancy so we subsample */
-                                                               ++lighted;
-                                                               ++mapped;
-                                                               ++mapped;
-                                                       }
-                                                       lightLuxel = LIGHT_LUXEL( sx, sy );
-                                                       VectorAdd( total, lightLuxel, total );
-                                                       if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) > 0.0f )
-                                                               lighted++;
-                                               }
-                                               
-                                               /* if total color is under a certain amount, then don't bother subsampling */
-                                               if( total[ 0 ] <= 4.0f && total[ 1 ] <= 4.0f && total[ 2 ] <= 4.0f )
-                                                       continue;
-                                               
-                                               /* if all 4 pixels are either in shadow or light, then don't subsample */
-                                               if( lighted != 0 && lighted != mapped )
-                                               {
-                                                       for( t = 0; t < 4; t++ )
-                                                       {
-                                                               /* set sample coords */
-                                                               sx = x + tests[ t ][ 0 ];
-                                                               sy = y + tests[ t ][ 1 ];
-                                                               
-                                                               /* get luxel */
-                                                               cluster = SUPER_CLUSTER( sx, sy );
-                                                               if( *cluster < 0 )
-                                                                       continue;
-                                                               flag = SUPER_FLAG( sx, sy );
-                                                               if(*flag & FLAG_ALREADY_SUBSAMPLED) // already subsampled
-                                                                       continue;
-                                                               lightLuxel = LIGHT_LUXEL( sx, sy );
-                                                               lightDeluxel = LIGHT_DELUXEL( sx, sy );
-                                                               origin = SUPER_ORIGIN( sx, sy );
-                                                               
-                                                               /* only subsample shadowed luxels */
-                                                               //%     if( (lightLuxel[ 0 ] + lightLuxel[ 1 ] + lightLuxel[ 2 ]) <= 0.0f )
-                                                               //%             continue;
-                                                               
-                                                               /* subsample it */
-                                                               if(lightRandomSamples)
-                                                                       RandomSubsampleRawLuxel( lm, &trace, origin, sx, sy, 0.5f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
-                                                               else
-                                                                       SubsampleRawLuxel_r( lm, &trace, origin, sx, sy, 0.25f * lightSamplesSearchBoxSize, lightLuxel, deluxemap ? lightDeluxel : NULL );
-
-                                                               *flag |= FLAG_ALREADY_SUBSAMPLED;
-                                                               
-                                                               /* debug code to colorize subsampled areas to yellow */
-                                                               //%     luxel = SUPER_LUXEL( lightmapNum, sx, sy );
-                                                               //%     VectorSet( luxel, 255, 204, 0 );
-                                                       }
-                                               }
-                                       }
-                               }
-                       }
-                       
-                       /* tertiary pass, apply dirt map (ambient occlusion) */
-                       if( 0 && dirty )
-                       {
-                               /* walk luxels */
-                               for( y = 0; y < lm->sh; y++ )
-                               {
-                                       for( x = 0; x < lm->sw; x++ )
-                                       {
-                                               /* get cluster  */
-                                               cluster = SUPER_CLUSTER( x, y );
-                                               if( *cluster < 0 )
-                                                       continue;
-                                               
-                                               /* get particulars */
-                                               lightLuxel = LIGHT_LUXEL( x, y );
-                                               dirt = SUPER_DIRT( x, y );
-                                               
-                                               /* scale light value */
-                                               VectorScale( lightLuxel, *dirt, lightLuxel );
-                                       }
-                               }
-                       }
-                       
-                       /* allocate sampling lightmap storage */
-                       if( lm->superLuxels[ lightmapNum ] == NULL )
-                       {
-                               /* allocate sampling lightmap storage */
-                               size = lm->sw * lm->sh * SUPER_LUXEL_SIZE * sizeof( float );
-                               lm->superLuxels[ lightmapNum ] = safe_malloc( size );
-                               memset( lm->superLuxels[ lightmapNum ], 0, size );
-                       }
-
-                       /* set style */
-                       if( lightmapNum > 0 )
-                       {
-                               lm->styles[ lightmapNum ] = trace.light->style;
-                               //%     Sys_Printf( "Surface %6d has lightstyle %d\n", rawLightmapNum, trace.light->style );
-                       }
-                       
-                       /* copy to permanent luxels */
-                       for( y = 0; y < lm->sh; y++ )
-                       {
-                               for( x = 0; x < lm->sw; x++ )
-                               {
-                                       /* get cluster and origin */
-                                       cluster = SUPER_CLUSTER( x, y );
-                                       if( *cluster < 0 )
-                                               continue;
-                                       origin = SUPER_ORIGIN( x, y );
-                                       
-                                       /* filter? */
-                                       if( luxelFilterRadius )
-                                       {
-                                               /* setup */
-                                               VectorClear( averageColor );
-                                               VectorClear( averageDir );
-                                               samples = 0.0f;
-                                               
-                                               /* cheaper distance-based filtering */
-                                               for( sy = (y - luxelFilterRadius); sy <= (y + luxelFilterRadius); sy++ )
-                                               {
-                                                       if( sy < 0 || sy >= lm->sh )
-                                                               continue;
-                                                       
-                                                       for( sx = (x - luxelFilterRadius); sx <= (x + luxelFilterRadius); sx++ )
-                                                       {
-                                                               if( sx < 0 || sx >= lm->sw )
-                                                                       continue;
-                                                               
-                                                               /* get particulars */
-                                                               cluster = SUPER_CLUSTER( sx, sy );
-                                                               if( *cluster < 0 )
-                                                                       continue;
-                                                               lightLuxel = LIGHT_LUXEL( sx, sy );
-                                                               lightDeluxel = LIGHT_DELUXEL( sx, sy );
-                                                               
-                                                               /* create weight */
-                                                               weight = (abs( sx - x ) == luxelFilterRadius ? 0.5f : 1.0f);
-                                                               weight *= (abs( sy - y ) == luxelFilterRadius ? 0.5f : 1.0f);
-                                                               
-                                                               /* scale luxel by filter weight */
-                                                               VectorScale( lightLuxel, weight, color );
-                                                               VectorAdd( averageColor, color, averageColor );
-                                                               if(deluxemap)
-                                                               {
-                                                                       VectorScale( lightDeluxel, weight, direction );
-                                                                       VectorAdd( averageDir, direction, averageDir );
-                                                               }
-                                                               samples += weight;
-                                                       }
-                                               }
-                                               
-                                               /* any samples? */
-                                               if( samples <= 0.0f     )
-                                                       continue;
-                                               
-                                               /* scale into luxel */
-                                               luxel = SUPER_LUXEL( lightmapNum, x, y );
-                                               luxel[ 3 ] = 1.0f;
-                                               
-                                               /* handle negative light */
-                                               if( trace.light->flags & LIGHT_NEGATIVE )
-                                               { 
-                                                       luxel[ 0 ] -= averageColor[ 0 ] / samples;
-                                                       luxel[ 1 ] -= averageColor[ 1 ] / samples;
-                                                       luxel[ 2 ] -= averageColor[ 2 ] / samples;
-                                               }
-                                               
-                                               /* handle normal light */
-                                               else
-                                               { 
-                                                       luxel[ 0 ] += averageColor[ 0 ] / samples;
-                                                       luxel[ 1 ] += averageColor[ 1 ] / samples;
-                                                       luxel[ 2 ] += averageColor[ 2 ] / samples;
-                                               }
-                                               
-                                               if(deluxemap)
-                                               {
-                                                       /* scale into luxel */
-                                                       deluxel = SUPER_DELUXEL( x, y );
-                                                       deluxel[ 0 ] += averageDir[ 0 ] / samples;
-                                                       deluxel[ 1 ] += averageDir[ 1 ] / samples;
-                                                       deluxel[ 2 ] += averageDir[ 2 ] / samples;
-                                               }
-                                       }
-                                       
-                                       /* single sample */
-                                       else
-                                       {
-                                               /* get particulars */
-                                               lightLuxel = LIGHT_LUXEL( x, y );
-                                               lightDeluxel = LIGHT_DELUXEL( x, y );
-                                               luxel = SUPER_LUXEL( lightmapNum, x, y );
-                                               deluxel = SUPER_DELUXEL( x, y );
-                                               
-                                               /* handle negative light */
-                                               if( trace.light->flags & LIGHT_NEGATIVE )
-                                                       VectorScale( averageColor, -1.0f, averageColor );
-
-                                               /* add color */
-                                               luxel[ 3 ] = 1.0f;
-                                               
-                                               /* handle negative light */
-                                               if( trace.light->flags & LIGHT_NEGATIVE )
-                                                       VectorSubtract( luxel, lightLuxel, luxel );
-                                               
-                                               /* handle normal light */
-                                               else
-                                                       VectorAdd( luxel, lightLuxel, luxel );
-
-                                               if(deluxemap)
-                                               {
-                                                       VectorAdd( deluxel, lightDeluxel, deluxel );
-                                               }
-                                       }
-                               }
-                       }
-               }
-               
-               /* free temporary luxels */
-               if( lightLuxels != stackLightLuxels )
-                       free( lightLuxels );
-               
-               if(deluxemap)
-                       free( lightDeluxels );
-       }
-       
-       /* free light list */
-       FreeTraceLights( &trace );
-       
-       /* floodlight pass */
-       if( floodlighty )
-               FloodlightIlluminateLightmap(lm);
-
-       if (debugnormals)
-       {
-               for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-               {
-                       /* early out */
-                       if( lm->superLuxels[ lightmapNum ] == NULL )
-                               continue;
-                       
-                       for( y = 0; y < lm->sh; y++ )
-                       {
-                               for( x = 0; x < lm->sw; x++ )
-                               {
-                                       /* get cluster */
-                                       cluster = SUPER_CLUSTER( x, y );
-                                       //%     if( *cluster < 0 )
-                                       //%             continue;
-                                       
-                                       /* get particulars */
-                                       luxel = SUPER_LUXEL( lightmapNum, x, y );
-                                       normal = SUPER_NORMAL (  x, y );
-               
-                                       luxel[0]=(normal[0]*127)+127;
-                                       luxel[1]=(normal[1]*127)+127;
-                                       luxel[2]=(normal[2]*127)+127;
-                               }
-                       }
-               }
-       }
-       
-       /*      -----------------------------------------------------------------
-               dirt pass
-               ----------------------------------------------------------------- */
-       
-       if( dirty )
-       {
-               /* walk lightmaps */
-               for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-               {
-                       /* early out */
-                       if( lm->superLuxels[ lightmapNum ] == NULL )
-                               continue;
-                       
-                       /* apply dirt to each luxel */
-                       for( y = 0; y < lm->sh; y++ )
-                       {
-                               for( x = 0; x < lm->sw; x++ )
-                               {
-                                       /* get cluster */
-                                       cluster = SUPER_CLUSTER( x, y );
-                                       //%     if( *cluster < 0 ) // TODO why not do this check? These pixels should be zero anyway
-                                       //%             continue;
-                                       
-                                       /* get particulars */
-                                       luxel = SUPER_LUXEL( lightmapNum, x, y );
-                                       dirt = SUPER_DIRT( x, y );
-                                       
-                                       /* apply dirt */
-                                       VectorScale( luxel, *dirt, luxel );
-                                       
-                                       /* debugging */
-                                       if( dirtDebug )
-                                               VectorSet( luxel, *dirt * 255.0f, *dirt * 255.0f, *dirt * 255.0f );
-                               }
-                       }
-               }
-       }
-       
-       /* -----------------------------------------------------------------
-          filter pass
-          ----------------------------------------------------------------- */
-       
-       /* walk lightmaps */
-       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-       {
-               /* early out */
-               if( lm->superLuxels[ lightmapNum ] == NULL )
-                       continue;
-               
-               /* average occluded luxels from neighbors */
-               for( y = 0; y < lm->sh; y++ )
-               {
-                       for( x = 0; x < lm->sw; x++ )
-                       {
-                               /* get particulars */
-                               cluster = SUPER_CLUSTER( x, y );
-                               luxel = SUPER_LUXEL( lightmapNum, x, y );
-                               deluxel = SUPER_DELUXEL( x, y );
-                               normal = SUPER_NORMAL( x, y );
-                               
-                               /* determine if filtering is necessary */
-                               filterColor = qfalse;
-                               filterDir = qfalse;
-                               if( *cluster < 0 ||
-                                       (lm->splotchFix && (luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ])) )
-                                       filterColor = qtrue;
-
-                               if( deluxemap && lightmapNum == 0 && (*cluster < 0 || filter) )
-                                       filterDir = qtrue;
-                               
-                               if( !filterColor && !filterDir )
-                                       continue;
-                               
-                               /* choose seed amount */
-                               VectorClear( averageColor );
-                               VectorClear( averageDir );
-                               samples = 0.0f;
-                               
-                               /* walk 3x3 matrix */
-                               for( sy = (y - 1); sy <= (y + 1); sy++ )
-                               {
-                                       if( sy < 0 || sy >= lm->sh )
-                                               continue;
-                                       
-                                       for( sx = (x - 1); sx <= (x + 1); sx++ )
-                                       {
-                                               if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
-                                                       continue;
-                                               
-                                               /* get neighbor's particulars */
-                                               cluster2 = SUPER_CLUSTER( sx, sy );
-                                               luxel2 = SUPER_LUXEL( lightmapNum, sx, sy );
-                                               deluxel2 = SUPER_DELUXEL( sx, sy );
-                                               
-                                               /* ignore unmapped/unlit luxels */
-                                               if( *cluster2 < 0 || luxel2[ 3 ] == 0.0f ||
-                                                       (lm->splotchFix && VectorCompare( luxel2, ambientColor )) )
-                                                       continue;
-                                               
-                                               /* add its distinctiveness to our own */
-                                               VectorAdd( averageColor, luxel2, averageColor );
-                                               samples += luxel2[ 3 ];
-                                               if( filterDir )
-                                                       VectorAdd( averageDir, deluxel2, averageDir );
-                                       }
-                               }
-                               
-                               /* fall through */
-                               if( samples <= 0.0f )
-                                       continue;
-                               
-                               /* dark lightmap seams */
-                               if( dark )
-                               {
-                                       if( lightmapNum == 0 )
-                                               VectorMA( averageColor, 2.0f, ambientColor, averageColor );
-                                       samples += 2.0f;
-                               }
-                               
-                               /* average it */
-                               if( filterColor )
-                               {
-                                       VectorDivide( averageColor, samples, luxel );
-                                       luxel[ 3 ] = 1.0f;
-                               }
-                               if( filterDir )
-                                       VectorDivide( averageDir, samples, deluxel );
-                               
-                               /* set cluster to -3 */
-                               if( *cluster < 0 )
-                                       *cluster = CLUSTER_FLOODED;
-                       }
-               }
-       }
-
-
-#if 0
-       // audit pass
-       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-       {
-               /* early out */
-               if( lm->superLuxels[ lightmapNum ] == NULL )
-                       continue;
-               for( y = 0; y < lm->sh; y++ )
-                       for( x = 0; x < lm->sw; x++ )
-                       {
-                               /* get cluster */
-                               cluster = SUPER_CLUSTER( x, y );
-                               luxel = SUPER_LUXEL( lightmapNum, x, y );
-                               deluxel = SUPER_DELUXEL( x, y );
-                               if(!luxel || !deluxel || !cluster)
-                               {
-                                       Sys_FPrintf(SYS_VRB, "WARNING: I got NULL'd.\n");
-                                       continue;
-                               }
-                               else if(*cluster < 0)
-                               {
-                                       // unmapped pixel
-                                       // should have neither deluxemap nor lightmap
-                                       if(deluxel[3])
-                                               Sys_FPrintf(SYS_VRB, "WARNING: I have written deluxe to an unmapped luxel. Sorry.\n");
-                               }
-                               else
-                               {
-                                       // mapped pixel
-                                       // should have both deluxemap and lightmap
-                                       if(deluxel[3])
-                                               Sys_FPrintf(SYS_VRB, "WARNING: I forgot to write deluxe to a mapped luxel. Sorry.\n");
-                               }
-                       }
-       }
-#endif
-}
-
-
-
-/*
-IlluminateVertexes()
-light the surface vertexes
-*/
-
-#define VERTEX_NUDGE   4.0f
-
-void IlluminateVertexes( int num )
-{
-       int                                     i, x, y, z, x1, y1, z1, sx, sy, radius, maxRadius, *cluster;
-       int                                     lightmapNum, numAvg;
-       float                           samples, *vertLuxel, *radVertLuxel, *luxel, dirt;
-       vec3_t                          origin, temp, temp2, colors[ MAX_LIGHTMAPS ], avgColors[ MAX_LIGHTMAPS ];
-       bspDrawSurface_t        *ds;
-       surfaceInfo_t           *info;
-       rawLightmap_t           *lm;
-       bspDrawVert_t           *verts;
-       trace_t                         trace;
-       float                           floodLightAmount;
-       vec3_t                          floodColor;
-       
-       
-       /* get surface, info, and raw lightmap */
-       ds = &bspDrawSurfaces[ num ];
-       info = &surfaceInfos[ num ];
-       lm = info->lm;
-       
-       /* -----------------------------------------------------------------
-          illuminate the vertexes
-          ----------------------------------------------------------------- */
-       
-       /* calculate vertex lighting for surfaces without lightmaps */
-       if( lm == NULL || cpmaHack )
-       {
-               /* setup trace */
-               trace.testOcclusion = (cpmaHack && lm != NULL) ? qfalse : !noTrace;
-               trace.forceSunlight = info->si->forceSunlight;
-               trace.recvShadows = info->recvShadows;
-               trace.numSurfaces = 1;
-               trace.surfaces = &num;
-               trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
-               
-               /* twosided lighting */
-               trace.twoSided = info->si->twoSided;
-               
-               /* make light list for this surface */
-               CreateTraceLightsForSurface( num, &trace );
-               
-               /* setup */
-               verts = yDrawVerts + ds->firstVert;
-               numAvg = 0;
-               memset( avgColors, 0, sizeof( avgColors ) );
-               
-               /* walk the surface verts */
-               for( i = 0; i < ds->numVerts; i++ )
-               {
-                       /* get vertex luxel */
-                       radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
-                       
-                       /* color the luxel with raw lightmap num? */
-                       if( debugSurfaces )
-                               VectorCopy( debugColors[ num % 12 ], radVertLuxel );
-                       
-                       /* color the luxel with luxel origin? */
-                       else if( debugOrigin )
-                       {
-                               VectorSubtract( info->maxs, info->mins, temp );
-                               VectorScale( temp, (1.0f / 255.0f), temp );
-                               VectorSubtract( origin, lm->mins, temp2 );
-                               radVertLuxel[ 0 ] = info->mins[ 0 ] + (temp[ 0 ] * temp2[ 0 ]);
-                               radVertLuxel[ 1 ] = info->mins[ 1 ] + (temp[ 1 ] * temp2[ 1 ]);
-                               radVertLuxel[ 2 ] = info->mins[ 2 ] + (temp[ 2 ] * temp2[ 2 ]);
-                       }
-                       
-                       /* color the luxel with the normal */
-                       else if( normalmap )
-                       {
-                               radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
-                               radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
-                               radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
-                       }
-                       
-                       /* illuminate the vertex */
-                       else
-                       {
-                               /* clear vertex luxel */
-                               VectorSet( radVertLuxel, -1.0f, -1.0f, -1.0f );
-                               
-                               /* try at initial origin */
-                               trace.cluster = ClusterForPointExtFilter( verts[ i ].xyz, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
-                               if( trace.cluster >= 0 )
-                               {
-                                       /* setup trace */
-                                       VectorCopy( verts[ i ].xyz, trace.origin );
-                                       VectorCopy( verts[ i ].normal, trace.normal );
-                                       
-                                       /* r7 dirt */
-                                       if( dirty && !bouncing )
-                                               dirt = DirtForSample( &trace );
-                                       else
-                                               dirt = 1.0f;
-
-                                       /* jal: floodlight */
-                                       floodLightAmount = 0.0f;
-                                       VectorClear( floodColor );
-                                       if( floodlighty && !bouncing )
-                                       {
-                                               floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
-                                               VectorScale( floodlightRGB, floodLightAmount, floodColor );
-                                       }
-
-                                       /* trace */
-                                       LightingAtSample( &trace, ds->vertexStyles, colors );
-                                       
-                                       /* store */
-                                       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-                                       {
-                                               /* r7 dirt */
-                                               VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
-
-                                               /* jal: floodlight */
-                                               VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
-                                               
-                                               /* store */
-                                               radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                                               VectorCopy( colors[ lightmapNum ], radVertLuxel );
-                                               VectorAdd( avgColors[ lightmapNum ], colors[ lightmapNum ], colors[ lightmapNum ] );
-                                       }
-                               }
-                               
-                               /* is this sample bright enough? */
-                               radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
-                               if( radVertLuxel[ 0 ] <= ambientColor[ 0 ] &&
-                                       radVertLuxel[ 1 ] <= ambientColor[ 1 ] &&
-                                       radVertLuxel[ 2 ] <= ambientColor[ 2 ] )
-                               {
-                                       /* nudge the sample point around a bit */
-                                       for( x = 0; x < 5; x++ )
-                                       {
-                                               /* two's complement 0, 1, -1, 2, -2, etc */
-                                               x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
-                                               
-                                               for( y = 0; y < 5; y++ )
-                                               {
-                                                       y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
-                                                       
-                                                       for( z = 0; z < 5; z++ )
-                                                       {
-                                                               z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
-                                                               
-                                                               /* nudge origin */
-                                                               trace.origin[ 0 ] = verts[ i ].xyz[ 0 ] + (VERTEX_NUDGE * x1);
-                                                               trace.origin[ 1 ] = verts[ i ].xyz[ 1 ] + (VERTEX_NUDGE * y1);
-                                                               trace.origin[ 2 ] = verts[ i ].xyz[ 2 ] + (VERTEX_NUDGE * z1);
-                                                               
-                                                               /* try at nudged origin */
-                                                               trace.cluster = ClusterForPointExtFilter( origin, VERTEX_EPSILON, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ] );
-                                                               if( trace.cluster < 0 )
-                                                                       continue;
-
-                                                               /* r7 dirt */
-                                                               if( dirty && !bouncing )
-                                                                       dirt = DirtForSample( &trace );
-                                                               else
-                                                                       dirt = 1.0f;
-
-                                                               /* jal: floodlight */
-                                                               floodLightAmount = 0.0f;
-                                                               VectorClear( floodColor );
-                                                               if( floodlighty && !bouncing )
-                                                               {
-                                                                       floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );
-                                                                       VectorScale( floodlightRGB, floodLightAmount, floodColor );
-                                                               }
-                                                                                                                       
-                                                               /* trace */
-                                                               LightingAtSample( &trace, ds->vertexStyles, colors );
-                                                               
-                                                               /* store */
-                                                               for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-                                                               {
-                                                                       /* r7 dirt */
-                                                                       VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
-
-                                                                       /* jal: floodlight */
-                                                                       VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] ); 
-                                                                       
-                                                                       /* store */
-                                                                       radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                                                                       VectorCopy( colors[ lightmapNum ], radVertLuxel );
-                                                               }
-                                                               
-                                                               /* bright enough? */
-                                                               radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
-                                                               if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
-                                                                       radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
-                                                                       radVertLuxel[ 2 ] > ambientColor[ 2 ] )
-                                                                       x = y = z = 1000;
-                                                       }
-                                               }
-                                       }
-                               }
-                               
-                               /* add to average? */
-                               radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
-                               if( radVertLuxel[ 0 ] > ambientColor[ 0 ] ||
-                                       radVertLuxel[ 1 ] > ambientColor[ 1 ] ||
-                                       radVertLuxel[ 2 ] > ambientColor[ 2 ] )
-                               {
-                                       numAvg++;
-                                       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-                                       {
-                                               radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                                               VectorAdd( avgColors[ lightmapNum ], radVertLuxel, avgColors[ lightmapNum ] );
-                                       }
-                               }
-                       }
-                       
-                       /* another happy customer */
-                       numVertsIlluminated++;
-               }
-               
-               /* set average color */
-               if( numAvg > 0 )
-               {
-                       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-                               VectorScale( avgColors[ lightmapNum ], (1.0f / numAvg), avgColors[ lightmapNum ] );
-               }
-               else
-               {
-                       VectorCopy( ambientColor, avgColors[ 0 ] );
-               }
-               
-               /* clean up and store vertex color */
-               for( i = 0; i < ds->numVerts; i++ )
-               {
-                       /* get vertex luxel */
-                       radVertLuxel = RAD_VERTEX_LUXEL( 0, ds->firstVert + i );
-                       
-                       /* store average in occluded vertexes */
-                       if( radVertLuxel[ 0 ] < 0.0f )
-                       {
-                               for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-                               {
-                                       radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                                       VectorCopy( avgColors[ lightmapNum ], radVertLuxel );
-                                       
-                                       /* debug code */
-                                       //%     VectorSet( radVertLuxel, 255.0f, 0.0f, 0.0f );
-                               }
-                       }
-                       
-                       /* store it */
-                       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-                       {
-                               /* get luxels */
-                               vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                               radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                               
-                               /* store */
-                               if( bouncing || bounce == 0 || !bounceOnly )
-                                       VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
-                               if( !info->si->noVertexLight )
-                                       ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], info->si->vertexScale );
-                       }
-               }
-               
-               /* free light list */
-               FreeTraceLights( &trace );
-               
-               /* return to sender */
-               return;
-       }
-       
-       /* -----------------------------------------------------------------
-          reconstitute vertex lighting from the luxels
-          ----------------------------------------------------------------- */
-       
-       /* set styles from lightmap */
-       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-               ds->vertexStyles[ lightmapNum ] = lm->styles[ lightmapNum ];
-       
-       /* get max search radius */
-       maxRadius = lm->sw;
-       maxRadius = maxRadius > lm->sh ? maxRadius : lm->sh;
-       
-       /* walk the surface verts */
-       verts = yDrawVerts + ds->firstVert;
-       for( i = 0; i < ds->numVerts; i++ )
-       {
-               /* do each lightmap */
-               for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-               {
-                       /* early out */
-                       if( lm->superLuxels[ lightmapNum ] == NULL )
-                               continue;
-                       
-                       /* get luxel coords */
-                       x = verts[ i ].lightmap[ lightmapNum ][ 0 ];
-                       y = verts[ i ].lightmap[ lightmapNum ][ 1 ];
-                       if( x < 0 )
-                               x = 0;
-                       else if( x >= lm->sw )
-                               x = lm->sw - 1;
-                       if( y < 0 )
-                               y = 0;
-                       else if( y >= lm->sh )
-                               y = lm->sh - 1;
-                       
-                       /* get vertex luxels */
-                       vertLuxel = VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                       radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
-                       
-                       /* color the luxel with the normal? */
-                       if( normalmap )
-                       {
-                               radVertLuxel[ 0 ] = (verts[ i ].normal[ 0 ] + 1.0f) * 127.5f;
-                               radVertLuxel[ 1 ] = (verts[ i ].normal[ 1 ] + 1.0f) * 127.5f;
-                               radVertLuxel[ 2 ] = (verts[ i ].normal[ 2 ] + 1.0f) * 127.5f;
-                       }
-                       
-                       /* color the luxel with surface num? */
-                       else if( debugSurfaces )
-                               VectorCopy( debugColors[ num % 12 ], radVertLuxel );
-                       
-                       /* divine color from the superluxels */
-                       else
-                       {
-                               /* increasing radius */
-                               VectorClear( radVertLuxel );
-                               samples = 0.0f;
-                               for( radius = 0; radius < maxRadius && samples <= 0.0f; radius++ )
-                               {
-                                       /* sample within radius */
-                                       for( sy = (y - radius); sy <= (y + radius); sy++ )
-                                       {
-                                               if( sy < 0 || sy >= lm->sh )
-                                                       continue;
-                                               
-                                               for( sx = (x - radius); sx <= (x + radius); sx++ )
-                                               {
-                                                       if( sx < 0 || sx >= lm->sw )
-                                                               continue;
-                                                       
-                                                       /* get luxel particulars */
-                                                       luxel = SUPER_LUXEL( lightmapNum, sx, sy );
-                                                       cluster = SUPER_CLUSTER( sx, sy );
-                                                       if( *cluster < 0 )
-                                                               continue;
-                                                       
-                                                       /* testing: must be brigher than ambient color */
-                                                       //%     if( luxel[ 0 ] <= ambientColor[ 0 ] || luxel[ 1 ] <= ambientColor[ 1 ] || luxel[ 2 ] <= ambientColor[ 2 ] )
-                                                       //%             continue;
-                                                       
-                                                       /* add its distinctiveness to our own */
-                                                       VectorAdd( radVertLuxel, luxel, radVertLuxel );
-                                                       samples += luxel[ 3 ];
-                                               }
-                                       }
-                               }
-                               
-                               /* any color? */
-                               if( samples > 0.0f )
-                                       VectorDivide( radVertLuxel, samples, radVertLuxel );
-                               else
-                                       VectorCopy( ambientColor, radVertLuxel );
-                       }
-                       
-                       /* store into floating point storage */
-                       VectorAdd( vertLuxel, radVertLuxel, vertLuxel );
-                       numVertsIlluminated++;
-                       
-                       /* store into bytes (for vertex approximation) */
-                       if( !info->si->noVertexLight )
-                               ColorToBytes( vertLuxel, verts[ i ].color[ lightmapNum ], 1.0f );
-               }
-       }
-}
-
-
-
-/* -------------------------------------------------------------------------------
-
-light optimization (-fast)
-
-creates a list of lights that will affect a surface and stores it in tw
-this is to optimize surface lighting by culling out as many of the
-lights in the world as possible from further calculation
-
-------------------------------------------------------------------------------- */
-
-/*
-SetupBrushes()
-determines opaque brushes in the world and find sky shaders for sunlight calculations
-*/
-
-void SetupBrushes( void )
-{
-       int                             i, j, b, compileFlags;
-       qboolean                inside;
-       bspBrush_t              *brush;
-       bspBrushSide_t  *side;
-       bspShader_t             *shader;
-       shaderInfo_t    *si;
-       
-       
-       /* note it */
-       Sys_FPrintf( SYS_VRB, "--- SetupBrushes ---\n" );
-       
-       /* allocate */
-       if( opaqueBrushes == NULL )
-               opaqueBrushes = safe_malloc( numBSPBrushes / 8 + 1 );
-       
-       /* clear */
-       memset( opaqueBrushes, 0, numBSPBrushes / 8 + 1 );
-       numOpaqueBrushes = 0;
-       
-       /* walk the list of worldspawn brushes */
-       for( i = 0; i < bspModels[ 0 ].numBSPBrushes; i++ )
-       {
-               /* get brush */
-               b = bspModels[ 0 ].firstBSPBrush + i;
-               brush = &bspBrushes[ b ];
-               
-               /* check all sides */
-               inside = qtrue;
-               compileFlags = 0;
-               for( j = 0; j < brush->numSides && inside; j++ )
-               {
-                       /* do bsp shader calculations */
-                       side = &bspBrushSides[ brush->firstSide + j ];
-                       shader = &bspShaders[ side->shaderNum ];
-                       
-                       /* get shader info */
-                       si = ShaderInfoForShader( shader->shader );
-                       if( si == NULL )
-                               continue;
-                       
-                       /* or together compile flags */
-                       compileFlags |= si->compileFlags;
-               }
-               
-               /* determine if this brush is opaque to light */
-               if( !(compileFlags & C_TRANSLUCENT) )
-               {
-                       opaqueBrushes[ b >> 3 ] |= (1 << (b & 7));
-                       numOpaqueBrushes++;
-                       maxOpaqueBrush = i;
-               }
-       }
-       
-       /* emit some statistics */
-       Sys_FPrintf( SYS_VRB, "%9d opaque brushes\n", numOpaqueBrushes );
-}
-
-
-
-/*
-ClusterVisible()
-determines if two clusters are visible to each other using the PVS
-*/
-
-qboolean ClusterVisible( int a, int b )
-{
-       int                     portalClusters, leafBytes;
-       byte            *pvs;
-       
-       
-       /* dummy check */
-       if( a < 0 || b < 0 )
-               return qfalse;
-       
-       /* early out */
-       if( a == b )
-               return qtrue;
-       
-       /* not vised? */
-       if( numBSPVisBytes <=8 )
-               return qtrue;
-       
-       /* get pvs data */
-       portalClusters = ((int *) bspVisBytes)[ 0 ];
-       leafBytes = ((int*) bspVisBytes)[ 1 ];
-       pvs = bspVisBytes + VIS_HEADER_SIZE + (a * leafBytes);
-       
-       /* check */
-       if( (pvs[ b >> 3 ] & (1 << (b & 7))) )
-               return qtrue;
-       return qfalse;
-}
-
-
-
-/*
-PointInLeafNum_r()
-borrowed from vlight.c
-*/
-
-int    PointInLeafNum_r( vec3_t point, int nodenum )
-{
-       int                     leafnum;
-       vec_t           dist;
-       bspNode_t               *node;
-       bspPlane_t      *plane;
-       
-       
-       while( nodenum >= 0 )
-       {
-               node = &bspNodes[ nodenum ];
-               plane = &bspPlanes[ node->planeNum ];
-               dist = DotProduct( point, plane->normal ) - plane->dist;
-               if( dist > 0.1 )
-                       nodenum = node->children[ 0 ];
-               else if( dist < -0.1 )
-                       nodenum = node->children[ 1 ];
-               else
-               {
-                       leafnum = PointInLeafNum_r( point, node->children[ 0 ] );
-                       if( bspLeafs[ leafnum ].cluster != -1 )
-                               return leafnum;
-                       nodenum = node->children[ 1 ];
-               }
-       }
-       
-       leafnum = -nodenum - 1;
-       return leafnum;
-}
-
-
-
-/*
-PointInLeafnum()
-borrowed from vlight.c
-*/
-
-int    PointInLeafNum( vec3_t point )
-{
-       return PointInLeafNum_r( point, 0 );
-}
-
-
-
-/*
-ClusterVisibleToPoint() - ydnar
-returns qtrue if point can "see" cluster
-*/
-
-qboolean ClusterVisibleToPoint( vec3_t point, int cluster )
-{
-       int             pointCluster;
-       
-
-       /* get leafNum for point */
-       pointCluster = ClusterForPoint( point );
-       if( pointCluster < 0 )
-               return qfalse;
-       
-       /* check pvs */
-       return ClusterVisible( pointCluster, cluster );
-}
-
-
-
-/*
-ClusterForPoint() - ydnar
-returns the pvs cluster for point
-*/
-
-int ClusterForPoint( vec3_t point )
-{
-       int             leafNum;
-       
-
-       /* get leafNum for point */
-       leafNum = PointInLeafNum( point );
-       if( leafNum < 0 )
-               return -1;
-       
-       /* return the cluster */
-       return bspLeafs[ leafNum ].cluster;
-}
-
-
-
-/*
-ClusterForPointExt() - ydnar
-also takes brushes into account for occlusion testing
-*/
-
-int ClusterForPointExt( vec3_t point, float epsilon )
-{
-       int                             i, j, b, leafNum, cluster;
-       float                   dot;
-       qboolean                inside;
-       int                             *brushes, numBSPBrushes;
-       bspLeaf_t               *leaf;
-       bspBrush_t              *brush;
-       bspPlane_t              *plane;
-       
-       
-       /* get leaf for point */
-       leafNum = PointInLeafNum( point );
-       if( leafNum < 0 )
-               return -1;
-       leaf = &bspLeafs[ leafNum ];
-       
-       /* get the cluster */
-       cluster = leaf->cluster;
-       if( cluster < 0 )
-               return -1;
-       
-       /* transparent leaf, so check point against all brushes in the leaf */
-       brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
-       numBSPBrushes = leaf->numBSPLeafBrushes;
-       for( i = 0; i < numBSPBrushes; i++ )
-       {
-               /* get parts */
-               b = brushes[ i ];
-               if( b > maxOpaqueBrush )
-                       continue;
-               brush = &bspBrushes[ b ];
-               if( !(opaqueBrushes[ b >> 3 ] & (1 << (b & 7))) )
-                       continue;
-               
-               /* check point against all planes */
-               inside = qtrue;
-               for( j = 0; j < brush->numSides && inside; j++ )
-               {
-                       plane = &bspPlanes[ bspBrushSides[ brush->firstSide + j ].planeNum ];
-                       dot = DotProduct( point, plane->normal );
-                       dot -= plane->dist;
-                       if( dot > epsilon )
-                               inside = qfalse;
-               }
-               
-               /* if inside, return bogus cluster */
-               if( inside )
-                       return -1 - b;
-       }
-       
-       /* if the point made it this far, it's not inside any opaque brushes */
-       return cluster;
-}
-
-
-
-/*
-ClusterForPointExtFilter() - ydnar
-adds cluster checking against a list of known valid clusters
-*/
-
-int ClusterForPointExtFilter( vec3_t point, float epsilon, int numClusters, int *clusters )
-{
-       int             i, cluster;
-       
-       
-       /* get cluster for point */
-       cluster = ClusterForPointExt( point, epsilon );
-       
-       /* check if filtering is necessary */
-       if( cluster < 0 || numClusters <= 0 || clusters == NULL )
-               return cluster;
-       
-       /* filter */
-       for( i = 0; i < numClusters; i++ )
-       {
-               if( cluster == clusters[ i ] || ClusterVisible( cluster, clusters[ i ] ) )
-                       return cluster;
-       }
-       
-       /* failed */
-       return -1;
-}
-
-
-
-/*
-ShaderForPointInLeaf() - ydnar
-checks a point against all brushes in a leaf, returning the shader of the brush
-also sets the cumulative surface and content flags for the brush hit
-*/
-
-int ShaderForPointInLeaf( vec3_t point, int leafNum, float epsilon, int wantContentFlags, int wantSurfaceFlags, int *contentFlags, int *surfaceFlags )
-{
-       int                             i, j;
-       float                   dot;
-       qboolean                inside;
-       int                             *brushes, numBSPBrushes;
-       bspLeaf_t                       *leaf;
-       bspBrush_t              *brush;
-       bspBrushSide_t  *side;
-       bspPlane_t              *plane;
-       bspShader_t             *shader;
-       int                             allSurfaceFlags, allContentFlags;
-
-       
-       /* clear things out first */
-       *surfaceFlags = 0;
-       *contentFlags = 0;
-       
-       /* get leaf */
-       if( leafNum < 0 )
-               return -1;
-       leaf = &bspLeafs[ leafNum ];
-       
-       /* transparent leaf, so check point against all brushes in the leaf */
-       brushes = &bspLeafBrushes[ leaf->firstBSPLeafBrush ];
-       numBSPBrushes = leaf->numBSPLeafBrushes;
-       for( i = 0; i < numBSPBrushes; i++ )
-       {
-               /* get parts */
-               brush = &bspBrushes[ brushes[ i ] ];
-               
-               /* check point against all planes */
-               inside = qtrue;
-               allSurfaceFlags = 0;
-               allContentFlags = 0;
-               for( j = 0; j < brush->numSides && inside; j++ )
-               {
-                       side = &bspBrushSides[ brush->firstSide + j ];
-                       plane = &bspPlanes[ side->planeNum ];
-                       dot = DotProduct( point, plane->normal );
-                       dot -= plane->dist;
-                       if( dot > epsilon )
-                               inside = qfalse;
-                       else
-                       {
-                               shader = &bspShaders[ side->shaderNum ];
-                               allSurfaceFlags |= shader->surfaceFlags;
-                               allContentFlags |= shader->contentFlags;
-                       }
-               }
-               
-               /* handle if inside */
-               if( inside )
-               {
-                       /* if there are desired flags, check for same and continue if they aren't matched */
-                       if( wantContentFlags && !(wantContentFlags & allContentFlags) )
-                               continue;
-                       if( wantSurfaceFlags && !(wantSurfaceFlags & allSurfaceFlags) )
-                               continue;
-                       
-                       /* store the cumulative flags and return the brush shader (which is mostly useless) */
-                       *surfaceFlags = allSurfaceFlags;
-                       *contentFlags = allContentFlags;
-                       return brush->shaderNum;
-               }
-       }
-       
-       /* if the point made it this far, it's not inside any brushes */
-       return -1;
-}
-
-
-
-/*
-ChopBounds()
-chops a bounding box by the plane defined by origin and normal
-returns qfalse if the bounds is entirely clipped away
-
-this is not exactly the fastest way to do this...
-*/
-
-qboolean ChopBounds( vec3_t mins, vec3_t maxs, vec3_t origin, vec3_t normal )
-{
-       /* FIXME: rewrite this so it doesn't use bloody brushes */
-       return qtrue;
-}
-
-
-
-/*
-SetupEnvelopes()
-calculates each light's effective envelope,
-taking into account brightness, type, and pvs.
-*/
-
-#define LIGHT_EPSILON  0.125f
-#define LIGHT_NUDGE            2.0f
-
-void SetupEnvelopes( qboolean forGrid, qboolean fastFlag )
-{
-       int                     i, x, y, z, x1, y1, z1;
-       light_t         *light, *light2, **owner;
-       bspLeaf_t       *leaf;
-       vec3_t          origin, dir, mins, maxs;
-       float           radius, intensity;
-       light_t         *buckets[ 256 ];
-       
-       
-       /* early out for weird cases where there are no lights */
-       if( lights == NULL )
-               return;
-       
-       /* note it */
-       Sys_FPrintf( SYS_VRB, "--- SetupEnvelopes%s ---\n", fastFlag ? " (fast)" : "" );
-       
-       /* count lights */
-       numLights = 0;
-       numCulledLights = 0;
-       owner = &lights;
-       while( *owner != NULL )
-       {
-               /* get light */
-               light = *owner;
-               
-               /* handle negative lights */
-               if( light->photons < 0.0f || light->add < 0.0f )
-               {
-                       light->photons *= -1.0f;
-                       light->add *= -1.0f;
-                       light->flags |= LIGHT_NEGATIVE;
-               }
-               
-               /* sunlight? */
-               if( light->type == EMIT_SUN )
-               {
-                       /* special cased */
-                       light->cluster = 0;
-                       light->envelope = MAX_WORLD_COORD * 8.0f;
-                       VectorSet( light->mins, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f, MIN_WORLD_COORD * 8.0f );
-                       VectorSet( light->maxs, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f, MAX_WORLD_COORD * 8.0f );
-               }
-               
-               /* everything else */
-               else
-               {
-                       /* get pvs cluster for light */
-                       light->cluster = ClusterForPointExt( light->origin, LIGHT_EPSILON );
-                       
-                       /* invalid cluster? */
-                       if( light->cluster < 0 )
-                       {
-                               /* nudge the sample point around a bit */
-                               for( x = 0; x < 4; x++ )
-                               {
-                                       /* two's complement 0, 1, -1, 2, -2, etc */
-                                       x1 = ((x >> 1) ^ (x & 1 ? -1 : 0)) + (x & 1);
-                                       
-                                       for( y = 0; y < 4; y++ )
-                                       {
-                                               y1 = ((y >> 1) ^ (y & 1 ? -1 : 0)) + (y & 1);
-                                               
-                                               for( z = 0; z < 4; z++ )
-                                               {
-                                                       z1 = ((z >> 1) ^ (z & 1 ? -1 : 0)) + (z & 1);
-                                                       
-                                                       /* nudge origin */
-                                                       origin[ 0 ] = light->origin[ 0 ] + (LIGHT_NUDGE * x1);
-                                                       origin[ 1 ] = light->origin[ 1 ] + (LIGHT_NUDGE * y1);
-                                                       origin[ 2 ] = light->origin[ 2 ] + (LIGHT_NUDGE * z1);
-                                                       
-                                                       /* try at nudged origin */
-                                                       light->cluster = ClusterForPointExt( origin, LIGHT_EPSILON );
-                                                       if( light->cluster < 0 )
-                                                               continue;
-                                                                       
-                                                       /* set origin */
-                                                       VectorCopy( origin, light->origin );
-                                               }
-                                       }
-                               }
-                       }
-                       
-                       /* only calculate for lights in pvs and outside of opaque brushes */
-                       if( light->cluster >= 0 )
-                       {
-                               /* set light fast flag */
-                               if( fastFlag )
-                                       light->flags |= LIGHT_FAST_TEMP;
-                               else
-                                       light->flags &= ~LIGHT_FAST_TEMP;
-                               if( light->si && light->si->noFast )
-                                       light->flags &= ~(LIGHT_FAST | LIGHT_FAST_TEMP);
-                               
-                               /* clear light envelope */
-                               light->envelope = 0;
-                               
-                               /* handle area lights */
-                               if( exactPointToPolygon && light->type == EMIT_AREA && light->w != NULL )
-                               {
-                                       /* ugly hack to calculate extent for area lights, but only done once */
-                                       VectorScale( light->normal, -1.0f, dir );
-                                       for( radius = 100.0f; radius < 130000.0f && light->envelope == 0; radius += 10.0f )
-                                       {
-                                               float   factor;
-                                               
-                                               VectorMA( light->origin, radius, light->normal, origin );
-                                               factor = PointToPolygonFormFactor( origin, dir, light->w );
-                                               if( factor < 0.0f )
-                                                       factor *= -1.0f;
-                                               if( (factor * light->add) <= light->falloffTolerance )
-                                                       light->envelope = radius;
-                                       }
-                                       
-                                       /* check for fast mode */
-                                       if( !(light->flags & LIGHT_FAST) && !(light->flags & LIGHT_FAST_TEMP) )
-                                               light->envelope = MAX_WORLD_COORD * 8.0f;
-                                       intensity = light->photons; /* hopefully not used */
-                               }
-                               else
-                               {
-                                       radius = 0.0f;
-                                       intensity = light->photons;
-                               }
-                               
-                               /* other calcs */
-                               if( light->envelope <= 0.0f )
-                               {
-                                       /* solve distance for non-distance lights */
-                                       if( !(light->flags & LIGHT_ATTEN_DISTANCE) )
-                                               light->envelope = MAX_WORLD_COORD * 8.0f;
-                                       
-                                       /* solve distance for linear lights */
-                                       else if( (light->flags & LIGHT_ATTEN_LINEAR ) )
-                                               //% light->envelope = ((intensity / light->falloffTolerance) * linearScale - 1 + radius) / light->fade;
-                                               light->envelope = ((intensity * linearScale) - light->falloffTolerance) / light->fade;
-
-                                               /*
-                                               add = angle * light->photons * linearScale - (dist * light->fade);
-                                               T = (light->photons * linearScale) - (dist * light->fade);
-                                               T + (dist * light->fade) = (light->photons * linearScale);
-                                               dist * light->fade = (light->photons * linearScale) - T;
-                                               dist = ((light->photons * linearScale) - T) / light->fade;
-                                               */
-                                       
-                                       /* solve for inverse square falloff */
-                                       else
-                                               light->envelope = sqrt( intensity / light->falloffTolerance ) + radius;
-                                               
-                                               /*
-                                               add = light->photons / (dist * dist);
-                                               T = light->photons / (dist * dist);
-                                               T * (dist * dist) = light->photons;
-                                               dist = sqrt( light->photons / T );
-                                               */
-                               }
-                               
-                               /* chop radius against pvs */
-                               {
-                                       /* clear bounds */
-                                       ClearBounds( mins, maxs );
-                                       
-                                       /* check all leaves */
-                                       for( i = 0; i < numBSPLeafs; i++ )
-                                       {
-                                               /* get test leaf */
-                                               leaf = &bspLeafs[ i ];
-                                               
-                                               /* in pvs? */
-                                               if( leaf->cluster < 0 )
-                                                       continue;
-                                               if( ClusterVisible( light->cluster, leaf->cluster ) == qfalse ) /* ydnar: thanks Arnout for exposing my stupid error (this never failed before) */
-                                                       continue;
-                                               
-                                               /* add this leafs bbox to the bounds */
-                                               VectorCopy( leaf->mins, origin );
-                                               AddPointToBounds( origin, mins, maxs );
-                                               VectorCopy( leaf->maxs, origin );
-                                               AddPointToBounds( origin, mins, maxs );
-                                       }
-                                       
-                                       /* test to see if bounds encompass light */
-                                       for( i = 0; i < 3; i++ )
-                                       {
-                                               if( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] )
-                                               {
-                                                       //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
-                                                       //%     mins[ 0 ], mins[ 1 ], mins[ 2 ],
-                                                       //%     maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
-                                                       //%     numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );
-                                                       AddPointToBounds( light->origin, mins, maxs );
-                                               }
-                                       }
-                                       
-                                       /* chop the bounds by a plane for area lights and spotlights */
-                                       if( light->type == EMIT_AREA || light->type == EMIT_SPOT )
-                                               ChopBounds( mins, maxs, light->origin, light->normal );
-                                       
-                                       /* copy bounds */
-                                       VectorCopy( mins, light->mins );
-                                       VectorCopy( maxs, light->maxs );
-                                       
-                                       /* reflect bounds around light origin */
-                                       //%     VectorMA( light->origin, -1.0f, origin, origin );
-                                       VectorScale( light->origin, 2, origin );
-                                       VectorSubtract( origin, maxs, origin );
-                                       AddPointToBounds( origin, mins, maxs );
-                                       //%     VectorMA( light->origin, -1.0f, mins, origin );
-                                       VectorScale( light->origin, 2, origin );
-                                       VectorSubtract( origin, mins, origin );
-                                       AddPointToBounds( origin, mins, maxs );
-                                        
-                                       /* calculate spherical bounds */
-                                       VectorSubtract( maxs, light->origin, dir );
-                                       radius = (float) VectorLength( dir );
-                                       
-                                       /* if this radius is smaller than the envelope, then set the envelope to it */
-                                       if( radius < light->envelope )
-                                       {
-                                               light->envelope = radius;
-                                               //%     Sys_FPrintf( SYS_VRB, "PVS Cull (%d): culled\n", numLights );
-                                       }
-                                       //%     else
-                                       //%             Sys_FPrintf( SYS_VRB, "PVS Cull (%d): failed (%8.0f > %8.0f)\n", numLights, radius, light->envelope );
-                               }
-                               
-                               /* add grid/surface only check */
-                               if( forGrid )
-                               {
-                                       if( !(light->flags & LIGHT_GRID) )
-                                               light->envelope = 0.0f;
-                               }
-                               else
-                               {
-                                       if( !(light->flags & LIGHT_SURFACES) )
-                                               light->envelope = 0.0f;
-                               }
-                       }
-                       
-                       /* culled? */
-                       if( light->cluster < 0 || light->envelope <= 0.0f )
-                       {
-                               /* debug code */
-                               //%     Sys_Printf( "Culling light: Cluster: %d Envelope: %f\n", light->cluster, light->envelope );
-                               
-                               /* delete the light */
-                               numCulledLights++;
-                               *owner = light->next;
-                               if( light->w != NULL )
-                                       free( light->w );
-                               free( light );
-                               continue;
-                       }
-               }
-               
-               /* square envelope */
-               light->envelope2 = (light->envelope * light->envelope);
-               
-               /* increment light count */
-               numLights++;
-               
-               /* set next light */
-               owner = &((**owner).next);
-       }
-       
-       /* bucket sort lights by style */
-       memset( buckets, 0, sizeof( buckets ) );
-       light2 = NULL;
-       for( light = lights; light != NULL; light = light2 )
-       {
-               /* get next light */
-               light2 = light->next;
-               
-               /* filter into correct bucket */
-               light->next = buckets[ light->style ];
-               buckets[ light->style ] = light;
-               
-               /* if any styled light is present, automatically set nocollapse */
-               if( light->style != LS_NORMAL )
-                       noCollapse = qtrue;
-       }
-       
-       /* filter back into light list */
-       lights = NULL;
-       for( i = 255; i >= 0; i-- )
-       {
-               light2 = NULL;
-               for( light = buckets[ i ]; light != NULL; light = light2 )
-               {
-                       light2 = light->next;
-                       light->next = lights;
-                       lights = light;
-               }
-       }
-       
-       /* emit some statistics */
-       Sys_Printf( "%9d total lights\n", numLights );
-       Sys_Printf( "%9d culled lights\n", numCulledLights );
-}
-
-
-
-/*
-CreateTraceLightsForBounds()
-creates a list of lights that affect the given bounding box and pvs clusters (bsp leaves)
-*/
-
-void CreateTraceLightsForBounds( vec3_t mins, vec3_t maxs, vec3_t normal, int numClusters, int *clusters, int flags, trace_t *trace )
-{
-       int                     i;
-       light_t         *light;
-       vec3_t          origin, dir, nullVector = { 0.0f, 0.0f, 0.0f };
-       float           radius, dist, length;
-       
-       
-       /* potential pre-setup  */
-       if( numLights == 0 )
-               SetupEnvelopes( qfalse, fast );
-       
-       /* debug code */
-       //% Sys_Printf( "CTWLFB: (%4.1f %4.1f %4.1f) (%4.1f %4.1f %4.1f)\n", mins[ 0 ], mins[ 1 ], mins[ 2 ], maxs[ 0 ], maxs[ 1 ], maxs[ 2 ] );
-       
-       /* allocate the light list */
-       trace->lights = safe_malloc( sizeof( light_t* ) * (numLights + 1) );
-       trace->numLights = 0;
-       
-       /* calculate spherical bounds */
-       VectorAdd( mins, maxs, origin );
-       VectorScale( origin, 0.5f, origin );
-       VectorSubtract( maxs, origin, dir );
-       radius = (float) VectorLength( dir );
-       
-       /* get length of normal vector */
-       if( normal != NULL )
-               length = VectorLength( normal );
-       else
-       {
-               normal = nullVector;
-               length = 0;
-       }
-       
-       /* test each light and see if it reaches the sphere */
-       /* note: the attenuation code MUST match LightingAtSample() */
-       for( light = lights; light; light = light->next )
-       {
-               /* check zero sized envelope */
-               if( light->envelope <= 0 )
-               {
-                       lightsEnvelopeCulled++;
-                       continue;
-               }
-               
-               /* check flags */
-               if( !(light->flags & flags) )
-                       continue;
-               
-               /* sunlight skips all this nonsense */
-               if( light->type != EMIT_SUN )
-               {
-                       /* sun only? */
-                       if( sunOnly )
-                               continue;
-                       
-                       /* check against pvs cluster */
-                       if( numClusters > 0 && clusters != NULL )
-                       {
-                               for( i = 0; i < numClusters; i++ )
-                               {
-                                       if( ClusterVisible( light->cluster, clusters[ i ] ) )
-                                               break;
-                               }
-                               
-                               /* fixme! */
-                               if( i == numClusters )
-                               {
-                                       lightsClusterCulled++;
-                                       continue;
-                               }
-                       }
-                       
-                       /* if the light's bounding sphere intersects with the bounding sphere then this light needs to be tested */
-                       VectorSubtract( light->origin, origin, dir );
-                       dist = VectorLength( dir );
-                       dist -= light->envelope;
-                       dist -= radius;
-                       if( dist > 0 )
-                       {
-                               lightsEnvelopeCulled++;
-                               continue;
-                       }
-                       
-                       /* check bounding box against light's pvs envelope (note: this code never eliminated any lights, so disabling it) */
-                       #if 0
-                       skip = qfalse;
-                       for( i = 0; i < 3; i++ )
-                       {
-                               if( mins[ i ] > light->maxs[ i ] || maxs[ i ] < light->mins[ i ] )
-                                       skip = qtrue;
-                       }
-                       if( skip )
-                       {
-                               lightsBoundsCulled++;
-                               continue;
-                       }
-                       #endif
-               }
-               
-               /* planar surfaces (except twosided surfaces) have a couple more checks */
-               if( length > 0.0f && trace->twoSided == qfalse )
-               {
-                       /* lights coplanar with a surface won't light it */
-                       if( !(light->flags & LIGHT_TWOSIDED) && DotProduct( light->normal, normal ) > 0.999f )
-                       {
-                               lightsPlaneCulled++;
-                               continue;
-                       }
-                       
-                       /* check to see if light is behind the plane */
-                       if( DotProduct( light->origin, normal ) - DotProduct( origin, normal ) < -1.0f )
-                       {
-                               lightsPlaneCulled++;
-                               continue;
-                       }
-               }
-               
-               /* add this light */
-               trace->lights[ trace->numLights++ ] = light;
-       }
-       
-       /* make last night null */
-       trace->lights[ trace->numLights ] = NULL;
-}
-
-
-
-void FreeTraceLights( trace_t *trace )
-{
-       if( trace->lights != NULL )
-               free( trace->lights );
-}
-
-
-
-/*
-CreateTraceLightsForSurface()
-creates a list of lights that can potentially affect a drawsurface
-*/
-
-void CreateTraceLightsForSurface( int num, trace_t *trace )
-{
-       int                                     i;
-       vec3_t                          mins, maxs, normal;
-       bspDrawVert_t           *dv;
-       bspDrawSurface_t        *ds;
-       surfaceInfo_t           *info;
-       
-       
-       /* dummy check */
-       if( num < 0 )
-               return;
-       
-       /* get drawsurface and info */
-       ds = &bspDrawSurfaces[ num ];
-       info = &surfaceInfos[ num ];
-       
-       /* get the mins/maxs for the dsurf */
-       ClearBounds( mins, maxs );
-       VectorCopy( bspDrawVerts[ ds->firstVert ].normal, normal );
-       for( i = 0; i < ds->numVerts; i++ )
-       {
-               dv = &yDrawVerts[ ds->firstVert + i ];
-               AddPointToBounds( dv->xyz, mins, maxs );
-               if( !VectorCompare( dv->normal, normal ) )
-                       VectorClear( normal );
-       }
-       
-       /* create the lights for the bounding box */
-       CreateTraceLightsForBounds( mins, maxs, normal, info->numSurfaceClusters, &surfaceClusters[ info->firstSurfaceCluster ], LIGHT_SURFACES, trace );
-}
-
-/////////////////////////////////////////////////////////////
-
-#define FLOODLIGHT_CONE_ANGLE                  88      /* degrees */
-#define FLOODLIGHT_NUM_ANGLE_STEPS             16
-#define FLOODLIGHT_NUM_ELEVATION_STEPS 4
-#define FLOODLIGHT_NUM_VECTORS                 (FLOODLIGHT_NUM_ANGLE_STEPS * FLOODLIGHT_NUM_ELEVATION_STEPS)
-
-static vec3_t  floodVectors[ FLOODLIGHT_NUM_VECTORS ];
-static int             numFloodVectors = 0;
-
-void SetupFloodLight( void )
-{
-       int             i, j;
-       float   angle, elevation, angleStep, elevationStep;
-       const char      *value;
-       double v1,v2,v3,v4,v5,v6;
-
-       /* note it */
-       Sys_FPrintf( SYS_VRB, "--- SetupFloodLight ---\n" );
-
-       /* calculate angular steps */
-       angleStep = DEG2RAD( 360.0f / FLOODLIGHT_NUM_ANGLE_STEPS );
-       elevationStep = DEG2RAD( FLOODLIGHT_CONE_ANGLE / FLOODLIGHT_NUM_ELEVATION_STEPS );
-
-       /* iterate angle */
-       angle = 0.0f;
-       for( i = 0, angle = 0.0f; i < FLOODLIGHT_NUM_ANGLE_STEPS; i++, angle += angleStep )
-       {
-               /* iterate elevation */
-               for( j = 0, elevation = elevationStep * 0.5f; j < FLOODLIGHT_NUM_ELEVATION_STEPS; j++, elevation += elevationStep )
-               {
-                       floodVectors[ numFloodVectors ][ 0 ] = sin( elevation ) * cos( angle );
-                       floodVectors[ numFloodVectors ][ 1 ] = sin( elevation ) * sin( angle );
-                       floodVectors[ numFloodVectors ][ 2 ] = cos( elevation );
-                       numFloodVectors++;
-               }
-       }
-
-       /* emit some statistics */
-       Sys_FPrintf( SYS_VRB, "%9d numFloodVectors\n", numFloodVectors );
-
-      /* floodlight */
-       value = ValueForKey( &entities[ 0 ], "_floodlight" );
-
-       if( value[ 0 ] != '\0' )
-       {
-               v1=v2=v3=0;
-               v4=floodlightDistance;
-               v5=floodlightIntensity;
-               v6=floodlightDirectionScale;
-
-               sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
-
-               floodlightRGB[0]=v1;
-               floodlightRGB[1]=v2;
-               floodlightRGB[2]=v3;
-
-               if (VectorLength(floodlightRGB)==0)
-               {
-                       VectorSet(floodlightRGB,240,240,255);
-               }
-
-               if (v4<1) v4=1024;
-               if (v5<1) v5=128;
-               if (v6<0) v6=1;
-
-               floodlightDistance=v4;
-               floodlightIntensity=v5;
-               floodlightDirectionScale=v6;
-
-               floodlighty = qtrue;
-               Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
-       }
-       else
-       {
-               VectorSet(floodlightRGB,240,240,255);
-               //floodlighty = qtrue;
-               //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
-       }
-       VectorNormalize(floodlightRGB,floodlightRGB);
-}
-
-/*
-FloodLightForSample()
-calculates floodlight value for a given sample
-once again, kudos to the dirtmapping coder
-*/
-
-float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean floodLightLowQuality)
-{
-       int             i;
-       float   d;
-       float   contribution;
-       int     sub = 0;
-       float   gatherLight, outLight;
-       vec3_t  normal, worldUp, myUp, myRt, direction, displacement;
-       float   dd;
-       int     vecs = 0;
-       gatherLight=0;
-       /* dummy check */
-       //if( !dirty )
-       //      return 1.0f;
-       if( trace == NULL || trace->cluster < 0 )
-               return 0.0f;
-       
-
-       /* setup */
-       dd = floodLightDistance;
-       VectorCopy( trace->normal, normal );
-       
-       /* check if the normal is aligned to the world-up */
-       if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
-       {
-               if( normal[ 2 ] == 1.0f )               
-               {
-                       VectorSet( myRt, 1.0f, 0.0f, 0.0f );
-                       VectorSet( myUp, 0.0f, 1.0f, 0.0f );
-               }
-               else if( normal[ 2 ] == -1.0f )
-               {
-                       VectorSet( myRt, -1.0f, 0.0f, 0.0f );
-                       VectorSet( myUp,  0.0f, 1.0f, 0.0f );
-               }
-       }
-       else
-       {
-               VectorSet( worldUp, 0.0f, 0.0f, 1.0f );
-               CrossProduct( normal, worldUp, myRt );
-               VectorNormalize( myRt, myRt );
-               CrossProduct( myRt, normal, myUp );
-               VectorNormalize( myUp, myUp );
-       }
-
-       /* vortex: optimise floodLightLowQuality a bit */
-       if ( floodLightLowQuality == qtrue )
-    {
-               /* iterate through ordered vectors */
-               for( i = 0; i < numFloodVectors; i++ )
-                       if (rand()%10 != 0 ) continue;
-       }
-       else
-       {
-               /* iterate through ordered vectors */
-               for( i = 0; i < numFloodVectors; i++ )
-               {
-                       vecs++;
-                
-                       /* transform vector into tangent space */
-                       direction[ 0 ] = myRt[ 0 ] * floodVectors[ i ][ 0 ] + myUp[ 0 ] * floodVectors[ i ][ 1 ] + normal[ 0 ] * floodVectors[ i ][ 2 ];
-                       direction[ 1 ] = myRt[ 1 ] * floodVectors[ i ][ 0 ] + myUp[ 1 ] * floodVectors[ i ][ 1 ] + normal[ 1 ] * floodVectors[ i ][ 2 ];
-                       direction[ 2 ] = myRt[ 2 ] * floodVectors[ i ][ 0 ] + myUp[ 2 ] * floodVectors[ i ][ 1 ] + normal[ 2 ] * floodVectors[ i ][ 2 ];
-
-                       /* set endpoint */
-                       VectorMA( trace->origin, dd, direction, trace->end );
-
-                       //VectorMA( trace->origin, 1, direction, trace->origin );
-                               
-                       SetupTrace( trace );
-                       /* trace */
-                       TraceLine( trace );
-                       contribution=1;
-
-                       if ( trace->compileFlags & C_SKY || trace->compileFlags & C_TRANSLUCENT )
-                       {
-                               contribution=1.0f;
-                       }
-                       else if ( trace->opaque )
-                       {
-                               VectorSubtract( trace->hit, trace->origin, displacement );
-                               d=VectorLength( displacement );
-
-                               // d=trace->distance;            
-                               //if (d>256) gatherDirt+=1;
-                               contribution=d/dd;
-                               if (contribution>1) contribution=1.0f; 
-                    
-                               //gatherDirt += 1.0f - ooDepth * VectorLength( displacement );
-                       }
-                
-                       gatherLight+=contribution;
-               }
-       }
-   
-       /* early out */
-       if( gatherLight <= 0.0f )
-               return 0.0f;
-       
-       sub=vecs;
-
-       if (sub<1) sub=1;
-       gatherLight/=(sub);
-
-       outLight=gatherLight;
-       if( outLight > 1.0f )
-               outLight = 1.0f;
-       
-       /* return to sender */
-       return outLight;
-}
-
-/*
-FloodLightRawLightmap
-lighttracer style ambient occlusion light hack.
-Kudos to the dirtmapping author for most of this source.
-VorteX: modified to floodlight up custom surfaces (q3map_floodLight)
-VorteX: fixed problems with deluxemapping
-*/
-
-// floodlight pass on a lightmap
-void FloodLightRawLightmapPass( rawLightmap_t *lm , vec3_t lmFloodLightRGB, float lmFloodLightIntensity, float lmFloodLightDistance, qboolean lmFloodLightLowQuality, float floodlightDirectionScale)
-{
-       int                                     i, x, y, *cluster;
-       float                           *origin, *normal, *floodlight, floodLightAmount;
-       surfaceInfo_t           *info;
-       trace_t                         trace;
-       // int sx, sy;
-       // float samples, average, *floodlight2;
-       
-       memset(&trace,0,sizeof(trace_t));
-
-       /* setup trace */
-       trace.testOcclusion = qtrue;
-       trace.forceSunlight = qfalse;
-       trace.twoSided = qtrue;
-       trace.recvShadows = lm->recvShadows;
-       trace.numSurfaces = lm->numLightSurfaces;
-       trace.surfaces = &lightSurfaces[ lm->firstLightSurface ];
-       trace.inhibitRadius = DEFAULT_INHIBIT_RADIUS;
-       trace.testAll = qfalse;
-       trace.distance = 1024;
-       
-       /* twosided lighting (may or may not be a good idea for lightmapped stuff) */
-       //trace.twoSided = qfalse;
-       for( i = 0; i < trace.numSurfaces; i++ )
-       {
-               /* get surface */
-               info = &surfaceInfos[ trace.surfaces[ i ] ];
-               
-               /* check twosidedness */
-               if( info->si->twoSided )
-               {
-                       trace.twoSided = qtrue;
-                       break;
-               }
-       }
-       
-       /* gather floodlight */
-       for( y = 0; y < lm->sh; y++ )
-       {
-               for( x = 0; x < lm->sw; x++ )
-               {
-                       /* get luxel */
-                       cluster = SUPER_CLUSTER( x, y );
-                       origin = SUPER_ORIGIN( x, y );
-                       normal = SUPER_NORMAL( x, y );
-                       floodlight = SUPER_FLOODLIGHT( x, y );
-                       
-                       /* set default dirt */
-                       *floodlight = 0.0f;
-                       
-                       /* only look at mapped luxels */
-                       if( *cluster < 0 )
-                               continue;
-                       
-                       /* copy to trace */
-                       trace.cluster = *cluster;
-                       VectorCopy( origin, trace.origin );
-                       VectorCopy( normal, trace.normal );
-   
-                       /* get floodlight */
-                       floodLightAmount = FloodLightForSample( &trace , lmFloodLightDistance, lmFloodLightLowQuality)*lmFloodLightIntensity;
-                       
-                       /* add floodlight */
-                       floodlight[0] += lmFloodLightRGB[0]*floodLightAmount;
-                       floodlight[1] += lmFloodLightRGB[1]*floodLightAmount;
-                       floodlight[2] += lmFloodLightRGB[2]*floodLightAmount;
-                       floodlight[3] += floodlightDirectionScale;
-               }
-       }
-       
-       /* testing no filtering */
-       return;
-
-#if 0
-       
-       /* filter "dirt" */
-       for( y = 0; y < lm->sh; y++ )
-       {
-               for( x = 0; x < lm->sw; x++ )
-               {
-                       /* get luxel */
-                       cluster = SUPER_CLUSTER( x, y );
-                       floodlight = SUPER_FLOODLIGHT(x, y );
-                       
-                       /* filter dirt by adjacency to unmapped luxels */
-                       average = *floodlight;
-                       samples = 1.0f;
-                       for( sy = (y - 1); sy <= (y + 1); sy++ )
-                       {
-                               if( sy < 0 || sy >= lm->sh )
-                                       continue;
-                               
-                               for( sx = (x - 1); sx <= (x + 1); sx++ )
-                               {
-                                       if( sx < 0 || sx >= lm->sw || (sx == x && sy == y) )
-                                               continue;
-                                       
-                                       /* get neighboring luxel */
-                                       cluster = SUPER_CLUSTER( sx, sy );
-                                       floodlight2 = SUPER_FLOODLIGHT( sx, sy );
-                                       if( *cluster < 0 || *floodlight2 <= 0.0f )
-                                               continue;
-                                       
-                                       /* add it */
-                                       average += *floodlight2;
-                                       samples += 1.0f;
-                               }
-                               
-                               /* bail */
-                               if( samples <= 0.0f )
-                                       break;
-                       }
-                       
-                       /* bail */
-                       if( samples <= 0.0f )
-                               continue;
-                       
-                       /* scale dirt */
-                       *floodlight = average / samples;
-               }
-       }
-#endif
-}
-
-void FloodLightRawLightmap( int rawLightmapNum )
-{
-       rawLightmap_t           *lm;
-
-       /* bail if this number exceeds the number of raw lightmaps */
-       if( rawLightmapNum >= numRawLightmaps )
-               return;
-       /* get lightmap */
-       lm = &rawLightmaps[ rawLightmapNum ];
-
-       /* global pass */
-       if (floodlighty && floodlightIntensity)
-               FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale);
-
-       /* custom pass */
-       if (lm->floodlightIntensity)
-       {
-               FloodLightRawLightmapPass(lm, lm->floodlightRGB, lm->floodlightIntensity, lm->floodlightDistance, qfalse, lm->floodlightDirectionScale);
-               numSurfacesFloodlighten += 1;
-       }
-}
-
-void FloodlightRawLightmaps()
-{
-       Sys_Printf( "--- FloodlightRawLightmap ---\n" );
-       numSurfacesFloodlighten = 0;
-       RunThreadsOnIndividual( numRawLightmaps, qtrue, FloodLightRawLightmap );
-       Sys_Printf( "%9d custom lightmaps floodlighted\n", numSurfacesFloodlighten );
-}
-
-/*
-FloodLightIlluminate()
-illuminate floodlight into lightmap luxels
-*/
-
-void FloodlightIlluminateLightmap( rawLightmap_t *lm )
-{
-       float                           *luxel, *floodlight, *deluxel, *normal;
-       int                                     *cluster;
-       float                           brightness;
-       int                                     x, y, lightmapNum;
-
-       /* walk lightmaps */
-       for( lightmapNum = 0; lightmapNum < MAX_LIGHTMAPS; lightmapNum++ )
-       {
-               /* early out */
-               if( lm->superLuxels[ lightmapNum ] == NULL )
-                       continue;
-
-               /* apply floodlight to each luxel */
-               for( y = 0; y < lm->sh; y++ )
-               {
-                       for( x = 0; x < lm->sw; x++ )
-                       {
-                               /* get floodlight */
-                               floodlight = SUPER_FLOODLIGHT( x, y );
-                               if (!floodlight[0] && !floodlight[1] && !floodlight[2])
-                                       continue;
-                                               
-                               /* get cluster */
-                               cluster = SUPER_CLUSTER( x, y );
-
-                               /* only process mapped luxels */
-                               if( *cluster < 0 )
-                                       continue;
-
-                               /* get particulars */
-                               luxel = SUPER_LUXEL( lightmapNum, x, y );
-                               deluxel = SUPER_DELUXEL( x, y );
-
-                               /* add to lightmap */
-                               luxel[0]+=floodlight[0];
-                               luxel[1]+=floodlight[1];
-                               luxel[2]+=floodlight[2];
-
-                               if (luxel[3]==0) luxel[3]=1;
-
-                               /* add to deluxemap */
-                               if (deluxemap && floodlight[3] > 0)
-                               {
-                                       vec3_t                          lightvector;
-
-                                       normal = SUPER_NORMAL( x, y );
-                                       brightness = RGBTOGRAY( floodlight ) * ( 1.0f/255.0f ) * floodlight[3];
-
-                                       // use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
-                                       if(brightness < 0.00390625f)
-                                               brightness = 0.00390625f;
-
-                                       VectorScale( normal, brightness, lightvector );
-                                       VectorAdd( deluxel, lightvector, deluxel );
-                               }
-                       }
-               }
-       }
-}