texture_t *currenttexture; // updated (animated) during early surface processing each frame
// index into d_lightstylevalue array, 255 means not used (black)
- byte styles[MAXLIGHTMAPS];
+ qbyte styles[MAXLIGHTMAPS];
// RGB lighting data [numstyles][height][width][3]
- byte *samples;
+ qbyte *samples;
// stain to apply on lightmap (soot/dirt/blood/whatever)
- byte *stainsamples;
+ qbyte *stainsamples;
// these fields are generated during model loading
// the lightmap texture fragment to use on the surface
int dlightbits[8];
int dlightframe;
- byte *compressed_vis;
+ qbyte *compressed_vis;
msurface_t **firstmarksurface;
int nummarksurfaces;
- byte ambient_sound_level[NUM_AMBIENTS];
+ qbyte ambient_sound_level[NUM_AMBIENTS];
}
mleaf_t;