vec3_t deluxel[ 3 ];
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, total;
+ vec3_t color, direction = { 0, 0, 0 }, total;
/* limit check */