Found why RadSubdivideDiffuseLight happens with !bouncing. Trying
authorRudolf Polzer <divverent@xonotic.org>
Tue, 24 Sep 2013 12:51:54 +0000 (14:51 +0200)
committerRudolf Polzer <divverent@xonotic.org>
Tue, 24 Sep 2013 12:51:54 +0000 (14:51 +0200)
another one now.

tools/quake3/q3map2/light_bounce.c

index d91744f..37d8c4e 100644 (file)
@@ -264,6 +264,8 @@ static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm,
        float st[ 2 ], lightmap[ 2 ], *radLuxel;
        radVert_t   *rv[ 3 ];
 
+       if (!bouncing)
+               Sys_Printf( "BUG: RadSample: !bouncing shouldn't happen\n" );
 
        /* initial setup */
        ClearBounds( mins, maxs );
@@ -551,7 +553,8 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
 
        /* bouncing light? */
        if ( !bouncing ) {
-               Sys_Printf( "BUG: RadSubdivideDiffuseLight !bouncing shouldn't happen\n" );
+               /* This is weird. This actually handles surfacelight and not
+                * bounces. */
 
                /* handle first-pass lights in normal q3a style */
                value = si->value;