- lightpvsbytes = cl.worldmodel->brush.FatPVS(cl.worldmodel, origin, 0, lightpvs, sizeof(lightpvs));
+
+ // make a pvs that only includes things within the box
+ for (i = 0, leaf = cl.worldmodel->brushq3.data_leafs;i < cl.worldmodel->brushq3.num_leafs;i++, leaf++)
+ if (CHECKPVSBIT(lightfullpvs, leaf->clusterindex) && BoxesOverlap(leaf->mins, leaf->maxs, mins, maxs))
+ SETPVSBIT(lightpvs, leaf->clusterindex);
+
+ // make a cluster list for fast visibility checking during rendering
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->numclusters++;
+ e->clusterindices = Mem_Alloc(r_shadow_mempool, e->numclusters * sizeof(int));
+ for (i = 0, e->numclusters = 0;i < cl.worldmodel->brushq3.num_pvsclusters;i++)
+ if (CHECKPVSBIT(lightpvs, i))
+ e->clusterindices[e->numclusters++] = i;
+