int b, samples, mapped, lighted;
int cluster[ 4 ];
vec4_t luxel[ 4 ];
- vec3_t deluxel[ 3 ];
+ vec3_t deluxel[ 4 ];
vec3_t origin[ 4 ], normal[ 4 ];
float biasDirs[ 4 ][ 2 ] = { { -1.0f, -1.0f }, { 1.0f, -1.0f }, { -1.0f, 1.0f }, { 1.0f, 1.0f } };
vec3_t color, direction = { 0, 0, 0 }, total;
void SetupBrushesFlags( int mask_any, int test_any, int mask_all, int test_all ){
int i, j, b;
unsigned int compileFlags, allCompileFlags;
- qboolean inside;
bspBrush_t *brush;
bspBrushSide_t *side;
bspShader_t *shader;
brush = &bspBrushes[ b ];
/* check all sides */
- inside = qtrue;
compileFlags = 0;
allCompileFlags = ~( 0u );
- for ( j = 0; j < brush->numSides && inside; j++ )
+ for ( j = 0; j < brush->numSides; j++ )
{
/* do bsp shader calculations */
side = &bspBrushSides[ brush->firstSide + j ];