// note: lighting is not cheap!
if (particletype[p->typeindex].lighting)
{
+ float a[3], c[3], dir[3];
vecorg[0] = p->org[0];
vecorg[1] = p->org[1];
vecorg[2] = p->org[2];
- R_LightPoint(c4f, vecorg, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
+ R_CompleteLightPoint(a, c, dir, vecorg, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT, r_refdef.scene.lightmapintensity, r_refdef.scene.ambientintensity);
+ c4f[0] = p->color[0] * colormultiplier[0] * (a[0] + 0.25f * c[0]);
+ c4f[1] = p->color[1] * colormultiplier[1] * (a[1] + 0.25f * c[1]);
+ c4f[2] = p->color[2] * colormultiplier[2] * (a[2] + 0.25f * c[2]);
}
// mix in the fog color
if (r_refdef.fogenabled)