X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=tools%2Fquake3%2Fq3map2%2Flight_ydnar.c;h=eee4a17362c7ddf71d218aca2de8a4a9be6c73d4;hb=HEAD;hp=aa71f82696ea053be8900fa8a2b5da80b535fba0;hpb=ecf144c9acc4e8e5bc6d79d8402f0c4e31f4f5a1;p=xonotic%2Fnetradiant.git diff --git a/tools/quake3/q3map2/light_ydnar.c b/tools/quake3/q3map2/light_ydnar.c index aa71f826..eee4a173 100644 --- a/tools/quake3/q3map2/light_ydnar.c +++ b/tools/quake3/q3map2/light_ydnar.c @@ -1258,6 +1258,7 @@ void MapRawLightmap( int rawLightmapNum ){ ----------------------------------------------------------------- */ /* walk the luxels */ + /* FIXME: superSample is int, no need in floor() */ radius = floor( superSample / 2 ); radius = radius > 0 ? radius : 1.0f; radius += 1.0f; @@ -1828,7 +1829,7 @@ static void SubsampleRawLuxel_r( rawLightmap_t *lm, trace_t *trace, vec3_t sampl 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; @@ -2238,7 +2239,7 @@ void IlluminateRawLightmap( int rawLightmapNum ){ } /* set luxel filter radius */ - luxelFilterRadius = superSample * filterRadius / lm->sampleSize; + luxelFilterRadius = lm->sampleSize != 0 ? superSample * filterRadius / lm->sampleSize : 0; if ( luxelFilterRadius == 0 && ( filterRadius > 0.0f || filter ) ) { luxelFilterRadius = 1; } @@ -3172,7 +3173,6 @@ void IlluminateVertexes( int num ){ void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned int mask_all, unsigned int test_all ){ int i, j, b; unsigned int compileFlags, allCompileFlags; - qboolean inside; bspBrush_t *brush; bspBrushSide_t *side; bspShader_t *shader; @@ -3199,10 +3199,9 @@ void SetupBrushesFlags( unsigned int mask_any, unsigned int test_any, unsigned i 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 ];