// set if animated or there is an alternate frame set
// (this is an optimization in the renderer)
int animated;
- // the current texture frames in animation
- // (index with entity frame != 0)
- struct texture_s *currentframe[2];
+ // the current texture frame in animation
+ struct texture_s *currentframe;
+ // current alpha of the texture
+ float currentalpha;
}
texture_t;
// maximum extent of the light for culling purposes
float cullradius;
float cullradius2;
+ /*
// surfaces this shines on
int numsurfaces;
msurface_t **surfaces;
//svbspmesh_t *shadowvolume;
//vec3_t shadowvolumemins, shadowvolumemaxs;
shadowmesh_t *shadowvolume;
+ */
}
mlight_t;