optimized AngleVectors calls (pass NULL for vectors that should not be generated)
[xonotic/darkplaces.git] / r_light.h
index ac6d2563bdcb2f7eba706974c46340b7b548e1f0..4d7bcb551a66b9bbefddef7142f41fab750cba6b 100644 (file)
--- a/r_light.h
+++ b/r_light.h
@@ -7,12 +7,15 @@ typedef struct
        float   radius;
        float   die;                            // stop lighting after this time
        float   decay;                          // drop this each second
-       float   minlight;                       // don't add when contributing less
        int             key;
        vec3_t  color;                          // LordHavoc: colored lighting
        qboolean        dark;                   // subtracts light instead of adding
 } dlight_t;
 
 // LordHavoc: this affects the lighting scale of the whole game
-#define LIGHTOFFSET 16384.0f
-#define LIGHTSCALE 4.0f
+#define LIGHTOFFSET 4096.0f
+
+extern void R_CompleteLightPoint (vec3_t color, vec3_t p);
+extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
+extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
+extern void R_LightPoint (vec3_t color, vec3_t p);