r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame
-// if (gl_flashblend.value || !r_dynamic.value)
-// return;
+ if (/*gl_flashblend.value ||*/ !r_dynamic.value)
+ return;
l = cl_dlights;
vec3_t dist;
float brightness, r, f;
- if (/*gl_flashblend.value || !r_dynamic.value || */(!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
+ if (/*gl_flashblend.value ||*/ !r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
return;
for (i=0 ; i<MAX_DLIGHTS ; i++)
vec3_t dist;
float brightness, r, f;
-// if (gl_flashblend.value || !r_dynamic.value)
-// return;
+ if (/*gl_flashblend.value ||*/ !r_dynamic.value)
+ return;
for (i=0 ; i<MAX_DLIGHTS ; i++)
{
if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
continue;
VectorSubtract (center, cl_dlights[i].origin, dist);
- if ((t2 = DotProduct(dist,dist)) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
+ if ((t2 = DotProduct(dist,dist) + 16.0f) + 64.0f < (t1 = cl_dlights[i].radius*cl_dlights[i].radius))
{
VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;