]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_shadow.c
migrated a lot of error handling out of R_Shadow_RenderLighting and into the loading...
[xonotic/darkplaces.git] / r_shadow.c
index fe2e6af389819823b8006e676ebfdd3285a28405..360994020e092c0a5d1de94e0196624aab54d7c0 100644 (file)
@@ -223,7 +223,7 @@ cvar_t r_shadow_glsl = {0, "r_shadow_glsl", "1"};
 cvar_t r_shadow_glsl_offsetmapping = {0, "r_shadow_glsl_offsetmapping", "0"};
 cvar_t r_shadow_glsl_offsetmapping_scale = {0, "r_shadow_glsl_offsetmapping_scale", "-0.04"};
 cvar_t r_shadow_glsl_offsetmapping_bias = {0, "r_shadow_glsl_offsetmapping_bias", "0.04"};
-cvar_t r_shadow_glsl_geforcefxlowquality = {0, "r_shadow_glsl_geforcefxlowquality", "1"};
+cvar_t r_shadow_glsl_usehalffloat = {0, "r_shadow_glsl_usehalffloat", "0"};
 cvar_t r_shadow_glsl_surfacenormalize = {0, "r_shadow_glsl_surfacenormalize", "1"};
 cvar_t gl_ext_stenciltwoside = {0, "gl_ext_stenciltwoside", "1"};
 cvar_t r_editlights = {0, "r_editlights", "0"};
@@ -427,9 +427,9 @@ const char *builtinshader_light_frag =
 void r_shadow_start(void)
 {
        int i;
-       // if not a GeForce FX, turn off the lowquality cvar
-       if (strncmp(gl_renderer, "GeForce FX ", strlen("GeForce FX ")))
-               Cvar_SetValue("r_shadow_glsl_geforcefxlowquality", 0);
+       // use half float math where available (speed gain on NVIDIA GFFX and GF6)
+       if (gl_support_half_float)
+               Cvar_SetValue("r_shadow_glsl_usehalffloat", 1);
        // allocate vertex processing arrays
        numcubemaps = 0;
        r_shadow_attenuation2dtexture = NULL;
@@ -620,7 +620,7 @@ void R_Shadow_Help_f(void)
 "r_shadow_glsl_offsetmapping : enables Offset Mapping bumpmap enhancement\n"
 "r_shadow_glsl_offsetmapping_scale : controls depth of Offset Mapping\n"
 "r_shadow_glsl_offsetmapping_bias : should be negative half of scale\n"
-"r_shadow_glsl_geforcefxlowquality : use lower quality lighting\n"
+"r_shadow_glsl_usehalffloat : use lower quality lighting\n"
 "r_shadow_glsl_surfacenormalize : makes bumpmapping slightly higher quality\n"
 "r_shadow_scissor : use scissor optimization\n"
 "r_shadow_shadow_polygonfactor : nudge shadow volumes closer/further\n"
@@ -668,7 +668,7 @@ void R_Shadow_Init(void)
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_scale);
        Cvar_RegisterVariable(&r_shadow_glsl_offsetmapping_bias);
-       Cvar_RegisterVariable(&r_shadow_glsl_geforcefxlowquality);
+       Cvar_RegisterVariable(&r_shadow_glsl_usehalffloat);
        Cvar_RegisterVariable(&r_shadow_glsl_surfacenormalize);
        Cvar_RegisterVariable(&gl_ext_stenciltwoside);
        if (gamemode == GAME_TENEBRAE)
@@ -1055,7 +1055,7 @@ void R_Shadow_ValidateCvars(void)
 }
 
 // light currently being rendered
-static rtlight_t *r_shadow_rtlight;
+rtlight_t *r_shadow_rtlight;
 // light filter cubemap being used by the light
 static rtexture_t *r_shadow_lightcubemap;
 
@@ -1224,7 +1224,7 @@ void R_Shadow_Stage_Lighting(int stenciltest)
                        r_shadow_lightpermutation |= SHADERPERMUTATION_OFFSETMAPPING;
                if (r_shadow_glsl_surfacenormalize.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_SURFACENORMALIZE])
                        r_shadow_lightpermutation |= SHADERPERMUTATION_SURFACENORMALIZE;
-               if (r_shadow_glsl_geforcefxlowquality.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
+               if (r_shadow_glsl_usehalffloat.integer && r_shadow_program_light[r_shadow_lightpermutation | SHADERPERMUTATION_GEFORCEFX])
                        r_shadow_lightpermutation |= SHADERPERMUTATION_GEFORCEFX;
                r_shadow_lightprog = r_shadow_program_light[r_shadow_lightpermutation];
                qglUseProgramObjectARB(r_shadow_lightprog);CHECKGLERROR
@@ -1604,28 +1604,6 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        float color[3], color2[3], colorscale, specularscale;
        rmeshstate_t m;
        // FIXME: support MATERIALFLAG_NODEPTHTEST
-       if (!basetexture)
-               basetexture = r_texture_white;
-       if (!bumptexture)
-               bumptexture = r_texture_blanknormalmap;
-       if (!pantstexture)
-               lightcolorpants = vec3_origin;
-       if (!shirttexture)
-               lightcolorshirt = vec3_origin;
-       if (glosstexture && r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-               specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
-       else if (!glosstexture && r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
-       {
-               glosstexture = r_texture_white;
-               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
-       }
-       else
-       {
-               glosstexture = r_texture_black;
-               specularscale = 0;
-       }
-       if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * (VectorLength2(lightcolorbase) + VectorLength2(lightcolorpants) + VectorLength2(lightcolorshirt)) + specularscale * VectorLength2(lightcolorbase) <= 0.001)
-               return;
        if (r_shadowstage == R_SHADOWSTAGE_VISIBLELIGHTING)
        {
                int passes = 0;
@@ -1634,18 +1612,18 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                        // GLSL shader path (GFFX5200, Radeon 9500)
                        // TODO: add direct pants/shirt rendering
                        if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
                        if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
                        passes++;
                }
                else if (gl_dot3arb && gl_texturecubemap && r_textureunits.integer >= 2 && gl_combine.integer && gl_stencil)
                {
                        // TODO: add direct pants/shirt rendering
                        if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
                        if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
                        if (r_shadow_rtlight->ambientscale)
                        {
                                colorscale = r_shadow_rtlight->ambientscale;
@@ -1720,9 +1698,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                {
                        // TODO: add direct pants/shirt rendering
                        if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
                        if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                               R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
                        if (r_shadow_rtlight->ambientscale)
                        {
                                VectorScale(lightcolorbase, r_shadow_rtlight->ambientscale, color2);
@@ -1753,9 +1731,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
                // GLSL shader path (GFFX5200, Radeon 9500)
                // TODO: add direct pants/shirt rendering
                if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
                if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
                R_Mesh_VertexPointer(vertex3f);
                R_Mesh_TexCoordPointer(0, 2, texcoord2f);
                R_Mesh_TexCoordPointer(1, 3, svector3f);
@@ -1779,9 +1757,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        {
                // TODO: add direct pants/shirt rendering
                if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
                if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
                if (r_shadow_rtlight->ambientscale)
                {
                        GL_Color(1,1,1,1);
@@ -2472,9 +2450,9 @@ void R_Shadow_RenderLighting(int firstvertex, int numvertices, int numtriangles,
        {
                // TODO: add direct pants/shirt rendering
                if (pantstexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorpants) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, NULL, NULL, bumptexture, NULL);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorpants, vec3_origin, vec3_origin, pantstexture, r_texture_black, r_texture_black, bumptexture, NULL);
                if (shirttexture && (r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorshirt) > 0.001)
-                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, NULL, NULL, bumptexture, NULL);
+                       R_Shadow_RenderLighting(firstvertex, numvertices, numtriangles, elements, vertex3f, svector3f, tvector3f, normal3f, texcoord2f, lightcolorshirt, vec3_origin, vec3_origin, shirttexture, r_texture_black, r_texture_black, bumptexture, NULL);
                if (r_shadow_rtlight->ambientscale)
                {
                        GL_BlendFunc(GL_ONE, GL_ONE);
@@ -2806,13 +2784,13 @@ void R_Shadow_DrawEntityShadow(entity_render_t *ent, rtlight_t *rtlight, int num
        }
 }
 
-void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolor, int numsurfaces, int *surfacelist)
+void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t lightcolorbase, int numsurfaces, int *surfacelist)
 {
        shadowmesh_t *mesh;
        // set up properties for rendering light onto this entity
-       r_shadow_entitylightcolor[0] = lightcolor[0] * ent->colormod[0] * ent->alpha;
-       r_shadow_entitylightcolor[1] = lightcolor[1] * ent->colormod[1] * ent->alpha;
-       r_shadow_entitylightcolor[2] = lightcolor[2] * ent->colormod[2] * ent->alpha;
+       r_shadow_entitylightcolor[0] = lightcolorbase[0] * ent->colormod[0] * ent->alpha;
+       r_shadow_entitylightcolor[1] = lightcolorbase[1] * ent->colormod[1] * ent->alpha;
+       r_shadow_entitylightcolor[2] = lightcolorbase[2] * ent->colormod[2] * ent->alpha;
        Matrix4x4_Concat(&r_shadow_entitytolight, &rtlight->matrix_worldtolight, &ent->matrix);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationxyz, &matrix_attenuationxyz, &r_shadow_entitytolight);
        Matrix4x4_Concat(&r_shadow_entitytoattenuationz, &matrix_attenuationz, &r_shadow_entitytolight);
@@ -2834,7 +2812,29 @@ void R_Shadow_DrawEntityLight(entity_render_t *ent, rtlight_t *rtlight, vec3_t l
                if (rtlight->compiled && r_shadow_realtime_world_compile.integer && r_shadow_realtime_world_compilelight.integer)
                {
                        for (mesh = rtlight->static_meshchain_light;mesh;mesh = mesh->next)
-                               R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, NULL, NULL, mesh->map_normal, mesh->map_specular);
+                       {
+                               rtexture_t *glosstexture = r_texture_black;
+                               float specularscale = 0;
+                               if (mesh->map_specular)
+                               {
+                                       if (r_shadow_gloss.integer >= 1 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+                                       {
+                                               glosstexture = mesh->map_specular;
+                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_glossintensity.value;
+                                       }
+                               }
+                               else
+                               {
+                                       if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0 && r_shadow_glossintensity.value > 0 && r_shadow_rtlight->specularscale > 0)
+                                       {
+                                               glosstexture = r_texture_white;
+                                               specularscale = r_shadow_rtlight->specularscale * r_shadow_gloss2intensity.value;
+                                       }
+                               }
+                               if ((r_shadow_rtlight->ambientscale + r_shadow_rtlight->diffusescale) * VectorLength2(lightcolorbase) + specularscale * VectorLength2(lightcolorbase) < (1.0f / 1048576.0f))
+                                       continue;
+                               R_Shadow_RenderLighting(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->vertex3f, mesh->svector3f, mesh->tvector3f, mesh->normal3f, mesh->texcoord2f, r_shadow_entitylightcolor, vec3_origin, vec3_origin, mesh->map_diffuse, r_texture_black, r_texture_black, mesh->map_normal, glosstexture);
+                       }
                }
                else
                        ent->model->DrawLight(ent, r_shadow_entitylightcolor, numsurfaces, surfacelist);
@@ -2857,12 +2857,12 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible)
        entity_render_t *shadowentities[MAX_EDICTS];
 
        // skip lights that don't light (corona only lights)
-       if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < 0.01)
+       if (rtlight->ambientscale + rtlight->diffusescale + rtlight->specularscale < (1.0f / 32768.0f))
                return;
 
        f = (rtlight->style >= 0 ? d_lightstylevalue[rtlight->style] : 128) * (1.0f / 256.0f) * r_shadow_lightintensityscale.value;
        VectorScale(rtlight->color, f, lightcolor);
-       if (VectorLength2(lightcolor) < 0.01)
+       if (VectorLength2(lightcolor) < (1.0f / 32768.0f))
                return;
        /*
        if (rtlight->selected)
@@ -3363,7 +3363,7 @@ void R_Shadow_LoadWorldLights(void)
 void R_Shadow_SaveWorldLights(void)
 {
        dlight_t *light;
-       int bufchars, bufmaxchars;
+       size_t bufchars, bufmaxchars;
        char *buf, *oldbuf;
        char name[MAX_QPATH];
        char line[1024];
@@ -3386,7 +3386,7 @@ void R_Shadow_SaveWorldLights(void)
                        sprintf(line, "%s%f %f %f %f %f %f %f %d \"%s\" %f %f %f %f\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style, light->cubemapname, light->corona, light->angles[0], light->angles[1], light->angles[2]);
                else
                        sprintf(line, "%s%f %f %f %f %f %f %f %d\n", light->shadow ? "" : "!", light->origin[0], light->origin[1], light->origin[2], light->radius, light->color[0], light->color[1], light->color[2], light->style);
-               if (bufchars + (int) strlen(line) > bufmaxchars)
+               if (bufchars + strlen(line) > bufmaxchars)
                {
                        bufmaxchars = bufchars + strlen(line) + 2048;
                        oldbuf = buf;
@@ -3405,7 +3405,7 @@ void R_Shadow_SaveWorldLights(void)
                }
        }
        if (bufchars)
-               FS_WriteFile(name, buf, bufchars);
+               FS_WriteFile(name, buf, (fs_offset_t)bufchars);
        if (buf)
                Mem_Free(buf);
 }
@@ -3585,7 +3585,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 48;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3594,7 +3594,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 40;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3603,7 +3603,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 40;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3612,7 +3612,7 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                        {
                                                originhack[0] = 0;
                                                originhack[1] = 0;
-                                               originhack[2] = 40;
+                                               originhack[2] = 0;
                                                overridecolor[0] = 1;
                                                overridecolor[1] = 0.5;
                                                overridecolor[2] = 0.1;
@@ -3621,6 +3621,12 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                        }
                        else if (!strcmp("style", key))
                                style = atoi(value);
+                       else if (!strcmp("skin", key))
+                               skin = (int)atof(value);
+                       else if (!strcmp("pflags", key))
+                               pflags = (int)atof(value);
+                       else if (!strcmp("effects", key))
+                               effects = (int)atof(value);
                        else if (r_refdef.worldmodel->type == mod_brushq3)
                        {
                                if (!strcmp("scale", key))
@@ -3628,12 +3634,6 @@ void R_Shadow_LoadWorldLightsFromMap_LightArghliteTyrlite(void)
                                if (!strcmp("fade", key))
                                        fadescale = atof(value);
                        }
-                       else if (!strcmp("skin", key))
-                               skin = (int)atof(value);
-                       else if (!strcmp("pflags", key))
-                               pflags = (int)atof(value);
-                       else if (!strcmp("effects", key))
-                               effects = (int)atof(value);
                }
                if (!islight)
                        continue;
@@ -3697,6 +3697,10 @@ void R_Shadow_SetCursorLocationForView(void)
                VectorMA(trace.endpos, push, r_viewforward, endpos);
                VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos);
        }
+       else
+       {
+               VectorClear( endpos );
+       }
        r_editlights_cursorlocation[0] = floor(endpos[0] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
        r_editlights_cursorlocation[1] = floor(endpos[1] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;
        r_editlights_cursorlocation[2] = floor(endpos[2] / r_editlights_cursorgrid.value + 0.5f) * r_editlights_cursorgrid.value;