+void FillOutLightmap(outLightmap_t *olm)
+{
+ int x, y;
+ int ofs;
+ vec3_t dir_sum, light_sum;
+ int cnt, filled;
+ byte *lightBitsNew = NULL;
+ byte *lightBytesNew = NULL;
+ byte *dirBytesNew = NULL;
+
+ lightBitsNew = safe_malloc((olm->customWidth * olm->customHeight + 8) / 8);
+ lightBytesNew = safe_malloc(olm->customWidth * olm->customHeight * 3);
+ if(deluxemap)
+ dirBytesNew = safe_malloc(olm->customWidth * olm->customHeight * 3);
+
+ /*
+ memset(olm->lightBits, 0, (olm->customWidth * olm->customHeight + 8) / 8);
+ olm->lightBits[0] |= 1;
+ olm->lightBits[(10 * olm->customWidth + 30) >> 3] |= 1 << ((10 * olm->customWidth + 30) & 7);
+ memset(olm->bspLightBytes, 0, olm->customWidth * olm->customHeight * 3);
+ olm->bspLightBytes[0] = 255;
+ olm->bspLightBytes[(10 * olm->customWidth + 30) * 3 + 2] = 255;
+ */
+
+ memcpy(lightBitsNew, olm->lightBits, (olm->customWidth * olm->customHeight + 8) / 8);
+ memcpy(lightBytesNew, olm->bspLightBytes, olm->customWidth * olm->customHeight * 3);
+ if(deluxemap)
+ memcpy(dirBytesNew, olm->bspDirBytes, olm->customWidth * olm->customHeight * 3);
+
+ for(;;)
+ {
+ filled = 0;
+ for(y = 0; y < olm->customHeight; ++y)
+ {
+ for(x = 0; x < olm->customWidth; ++x)
+ {
+ ofs = y * olm->customWidth + x;
+ if(olm->lightBits[ofs >> 3] & (1 << (ofs & 7))) /* already filled */
+ continue;
+ cnt = 0;
+ VectorClear(dir_sum);
+ VectorClear(light_sum);
+
+ /* try all four neighbors */
+ ofs = ((y + olm->customHeight - 1) % olm->customHeight) * olm->customWidth + x;
+ if(olm->lightBits[ofs >> 3] & (1 << (ofs & 7))) /* already filled */
+ {
+ ++cnt;
+ VectorAdd(light_sum, olm->bspLightBytes + ofs * 3, light_sum);
+ if(deluxemap)
+ VectorAdd(dir_sum, olm->bspDirBytes + ofs * 3, dir_sum);
+ }