case 4:
SCR_EndLoadingPlaque (); // allow normal screen updates
// LordHavoc: debugging purposes
- Con_DPrintf("GLQuake texture slots in use: %i : %i : %i texels\n", texture_extension_number, numgltextures, texels);
+ Con_DPrintf("Texture slots in use: %i : %i : %i texels\n", texture_extension_number, numgltextures, texels);
break;
}
}
time = cl.time - cl.oldtime;
+ c_dlights = 0;
dl = cl_dlights;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (dl->die < cl.time || !dl->radius)
continue;
-
+
+ c_dlights++; // count every dlight in use
+
dl->radius -= time*dl->decay;
if (dl->radius < 0)
dl->radius = 0;
AngleVectors (ent->angles, fv, rv, uv);
VectorMA (dl->origin, 18, fv, dl->origin);
- dl->radius = 200 + (rand()&31);
- dl->minlight = 32;
+ dl->radius = 100 + (rand()&31);
dl->die = cl.time + 0.1;
dl->color[0] = 1.0;dl->color[1] = 1.0;dl->color[2] = 1.0;
}
CL_Fog_f
======================
*/
-extern float fog_density, fog_red, fog_green, fog_blue;
void CL_Fog_f (void)
{
if (Cmd_Argc () == 1)