}
/* set luxel filter radius */
- luxelFilterRadius = superSample * filterRadius / lm->sampleSize;
+ luxelFilterRadius = lm->sampleSize != 0 ? superSample * filterRadius / lm->sampleSize : 0;
if ( luxelFilterRadius == 0 && ( filterRadius > 0.0f || filter ) ) {
luxelFilterRadius = 1;
}
determines opaque brushes in the world and find sky shaders for sunlight calculations
*/
-void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all ){
+void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all ){
int i, j, b;
unsigned int compileFlags, allCompileFlags;
qboolean inside;
for ( i = 0; i < 3; i++ )
{
if ( mins[ i ] > light->origin[ i ] || maxs[ i ] < light->origin[ i ] ) {
- //% Sys_Printf( "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
+ //% Sys_FPrintf( SYS_WRN, "WARNING: Light PVS bounds (%.0f, %.0f, %.0f) -> (%.0f, %.0f, %.0f)\ndo not encompass light %d (%f, %f, %f)\n",
//% mins[ 0 ], mins[ 1 ], mins[ 2 ],
//% maxs[ 0 ], maxs[ 1 ], maxs[ 2 ],
//% numLights, light->origin[ 0 ], light->origin[ 1 ], light->origin[ 2 ] );