r_dlightframecount = r_framecount + 1; // because the count hasn't advanced yet for this frame
-// if (gl_flashblend.value || !r_dynamic.value)
-// return;
+ if (/*gl_flashblend.value ||*/ !r_dynamic.value)
+ return;
l = cl_dlights;
mplane_t *lightplane;
vec3_t lightspot;
+extern cvar_t r_ambient;
+
int RecursiveLightPoint (vec3_t color, mnode_t *node, vec3_t start, vec3_t end)
{
float front, back, frac;
end[1] = p[1];
end[2] = p[2] - 2048;
- color[0] = color[1] = color[2] = 0;
+ color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
}
vec3_t dist;
float brightness, r, f;
- if (/*gl_flashblend.value || !r_dynamic.value || */(!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
+ if (/*gl_flashblend.value ||*/ !r_dynamic.value || (!dlightbits[0] && !dlightbits[1] && !dlightbits[2] && !dlightbits[3] && !dlightbits[4] && !dlightbits[5] && !dlightbits[6] && !dlightbits[7]))
return;
for (i=0 ; i<MAX_DLIGHTS ; i++)
vec3_t dist;
float brightness, r, f;
-// if (gl_flashblend.value || !r_dynamic.value)
-// return;
+ if (/*gl_flashblend.value ||*/ !r_dynamic.value)
+ return;
for (i=0 ; i<MAX_DLIGHTS ; i++)
{
}
}
+void R_CompleteLightPoint (vec3_t color, vec3_t p)
+{
+ R_LightPoint(color, p);
+ R_DynamicLightPointNoMask(color, p);
+}
+
extern float *aliasvert;
extern float *aliasvertnorm;
extern byte *aliasvertcolor;