]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_light.c
updated to version 1.50, build 75.
[xonotic/darkplaces.git] / r_light.c
index 775beee83a9d2c52c4c6980bc7f60ed60ff12bce..bb50a11ce59b27c417fa38e26faacae67a568812 100644 (file)
--- a/r_light.c
+++ b/r_light.c
@@ -23,9 +23,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 cvar_t r_lightmodels = {"r_lightmodels", "1"};
 
-void rlight_init()
+void r_light_start()
+{
+}
+
+void r_light_shutdown()
+{
+}
+
+void R_Light_Init()
 {
        Cvar_RegisterVariable(&r_lightmodels);
+       R_RegisterModule("R_Light", r_light_start, r_light_shutdown);
 }
 
 int    r_dlightframecount;
@@ -146,6 +155,7 @@ void R_NoVisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitind
        R_OldMarkLights(lightorigin, light, bit, bitindex, model->nodes + model->hulls[0].firstclipnode);
 }
 
+int lightframe = 0;
 void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex, model_t *model)
 {
        mleaf_t *pvsleaf = Mod_PointInLeaf (lightorigin, model);
@@ -160,7 +170,6 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                int             i, k, l, m, c;
                msurface_t *surf, **mark;
                mleaf_t *leaf;
-               static int lightframe = 0;
                byte    *in = pvsleaf->compressed_vis;
                int             row = (model->numleafs+7)>>3;
                float   low[3], high[3], radius;
@@ -190,10 +199,12 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                                                if (leaf->contents == CONTENTS_SOLID)
                                                        continue;
                                                // if out of the light radius, skip
+                                               /*
                                                if (leaf->minmaxs[0] > high[0] || leaf->minmaxs[3] < low[0]
                                                 || leaf->minmaxs[1] > high[1] || leaf->minmaxs[4] < low[1]
                                                 || leaf->minmaxs[2] > high[2] || leaf->minmaxs[5] < low[2])
                                                        continue;
+                                               */
                                                if (leaf->dlightframe != r_dlightframecount) // not dynamic until now
                                                {
                                                        leaf->dlightbits[0] = leaf->dlightbits[1] = leaf->dlightbits[2] = leaf->dlightbits[3] = leaf->dlightbits[4] = leaf->dlightbits[5] = leaf->dlightbits[6] = leaf->dlightbits[7] = 0;
@@ -209,7 +220,7 @@ void R_VisMarkLights (vec3_t lightorigin, dlight_t *light, int bit, int bitindex
                                                                if (surf->visframe != r_framecount || surf->lightframe == lightframe)
                                                                        continue;
                                                                surf->lightframe = lightframe;
-                                                               if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0))
+                                                               //if (((surf->flags & SURF_PLANEBACK) == 0) == ((PlaneDiff(lightorigin, surf->plane)) >= 0))
                                                                {
                                                                        if (surf->dlightframe != r_dlightframecount) // not dynamic until now
                                                                        {
@@ -273,6 +284,7 @@ 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;
@@ -368,13 +380,176 @@ void R_LightPoint (vec3_t color, vec3_t p)
                color[0] = color[1] = color[2] = 255;
                return;
        }
+
+       end[0] = p[0];
+       end[1] = p[1];
+       end[2] = p[2] - 2048;
+
+       color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
+       RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
+}
+
+void SV_LightPoint (vec3_t color, vec3_t p)
+{
+       vec3_t          end;
+       
+       if (!sv.worldmodel->lightdata)
+       {
+               color[0] = color[1] = color[2] = 255;
+               return;
+       }
        
        end[0] = p[0];
        end[1] = p[1];
        end[2] = p[2] - 2048;
 
+       color[0] = color[1] = color[2] = 0;
+       RecursiveLightPoint (color, sv.worldmodel->nodes, p, end);
+}
+*/
+
+int RecursiveLightPoint (vec3_t color, mnode_t *node, float x, float y, float startz, float endz)
+{
+       int             side, distz = endz - startz;
+       float   front, back;
+       float   mid;
+
+loc0:
+       if (node->contents < 0)
+               return false;           // didn't hit anything
+
+       switch (node->plane->type)
+       {
+       case PLANE_X:
+               node = node->children[x < node->plane->dist];
+               goto loc0;
+       case PLANE_Y:
+               node = node->children[y < node->plane->dist];
+               goto loc0;
+       case PLANE_Z:
+               side = startz < node->plane->dist;
+               if ((endz < node->plane->dist) == side)
+               {
+                       node = node->children[side];
+                       goto loc0;
+               }
+               // found an intersection
+//             mid = startz + (endz - startz) * (startz - node->plane->dist) / (startz - endz);
+//             mid = startz + distz * (startz - node->plane->dist) / (-distz);
+//             mid = startz + (-(startz - node->plane->dist));
+//             mid = startz - (startz - node->plane->dist);
+//             mid = startz + node->plane->dist - startz;
+               mid = node->plane->dist;
+               break;
+       default:
+               back = front = x * node->plane->normal[0] + y * node->plane->normal[1];
+               front += startz * node->plane->normal[2];
+               back += endz * node->plane->normal[2];
+               side = front < node->plane->dist;
+               if ((back < node->plane->dist) == side)
+               {
+                       node = node->children[side];
+                       goto loc0;
+               }
+               // found an intersection
+//             mid = startz + (endz - startz) * ((front - node->plane->dist) / ((front - node->plane->dist) - (back - node->plane->dist)));
+//             mid = startz + (endz - startz) * ((front - node->plane->dist) / (front - back));
+               mid = startz + distz * (front - node->plane->dist) / (front - back);
+               break;
+       }
+       
+       // go down front side
+       if (node->children[side]->contents >= 0 && RecursiveLightPoint (color, node->children[side], x, y, startz, mid))
+               return true;    // hit something
+       else
+       {
+               // check for impact on this node
+               if (node->numsurfaces)
+               {
+                       int i, ds, dt;
+                       msurface_t *surf;
+                       lightspot[0] = x;
+                       lightspot[1] = y;
+                       lightspot[2] = mid;
+                       lightplane = node->plane;
+
+                       surf = cl.worldmodel->surfaces + node->firstsurface;
+                       for (i = 0;i < node->numsurfaces;i++, surf++)
+                       {
+                               if (surf->flags & SURF_DRAWTILED)
+                                       continue;       // no lightmaps
+
+                               ds = (int) (x * surf->texinfo->vecs[0][0] + y * surf->texinfo->vecs[0][1] + mid * surf->texinfo->vecs[0][2] + surf->texinfo->vecs[0][3]);
+                               dt = (int) (x * surf->texinfo->vecs[1][0] + y * surf->texinfo->vecs[1][1] + mid * surf->texinfo->vecs[1][2] + surf->texinfo->vecs[1][3]);
+
+                               if (ds < surf->texturemins[0] || dt < surf->texturemins[1])
+                                       continue;
+                               
+                               ds -= surf->texturemins[0];
+                               dt -= surf->texturemins[1];
+                               
+                               if (ds > surf->extents[0] || dt > surf->extents[1])
+                                       continue;
+
+                               if (surf->samples)
+                               {
+                                       byte *lightmap;
+                                       int maps, line3, size3, dsfrac = ds & 15, dtfrac = dt & 15, scale = 0, r00 = 0, g00 = 0, b00 = 0, r01 = 0, g01 = 0, b01 = 0, r10 = 0, g10 = 0, b10 = 0, r11 = 0, g11 = 0, b11 = 0;
+                                       line3 = ((surf->extents[0]>>4)+1)*3;
+                                       size3 = ((surf->extents[0]>>4)+1) * ((surf->extents[1]>>4)+1)*3; // LordHavoc: *3 for colored lighting
+
+                                       lightmap = surf->samples + ((dt>>4) * ((surf->extents[0]>>4)+1) + (ds>>4))*3; // LordHavoc: *3 for color
+
+                                       for (maps = 0;maps < MAXLIGHTMAPS && surf->styles[maps] != 255;maps++)
+                                       {
+                                               scale = d_lightstylevalue[surf->styles[maps]];
+                                               r00 += lightmap[      0] * scale;g00 += lightmap[      1] * scale;b00 += lightmap[      2] * scale;
+                                               r01 += lightmap[      3] * scale;g01 += lightmap[      4] * scale;b01 += lightmap[      5] * scale;
+                                               r10 += lightmap[line3+0] * scale;g10 += lightmap[line3+1] * scale;b10 += lightmap[line3+2] * scale;
+                                               r11 += lightmap[line3+3] * scale;g11 += lightmap[line3+4] * scale;b11 += lightmap[line3+5] * scale;
+                                               lightmap += size3;
+                                       }
+
+                                       color[0] += (float) ((((((((r11-r10) * dsfrac) >> 4) + r10)-((((r01-r00) * dsfrac) >> 4) + r00)) * dtfrac) >> 4) + ((((r01-r00) * dsfrac) >> 4) + r00)) * (1.0f / 256.0f);
+                                       color[1] += (float) ((((((((g11-g10) * dsfrac) >> 4) + g10)-((((g01-g00) * dsfrac) >> 4) + g00)) * dtfrac) >> 4) + ((((g01-g00) * dsfrac) >> 4) + g00)) * (1.0f / 256.0f);
+                                       color[2] += (float) ((((((((b11-b10) * dsfrac) >> 4) + b10)-((((b01-b00) * dsfrac) >> 4) + b00)) * dtfrac) >> 4) + ((((b01-b00) * dsfrac) >> 4) + b00)) * (1.0f / 256.0f);
+                               }
+                               return true; // success
+                       }
+               }
+
+               // go down back side
+               node = node->children[side ^ 1];
+               startz = mid;
+               distz = endz - startz;
+               goto loc0;
+//             return RecursiveLightPoint (color, node->children[side ^ 1], x, y, mid, endz);
+       }
+}
+
+void R_LightPoint (vec3_t color, vec3_t p)
+{
+       if (r_fullbright.value || !cl.worldmodel->lightdata)
+       {
+               color[0] = color[1] = color[2] = 255;
+               return;
+       }
+       
        color[0] = color[1] = color[2] = r_ambient.value * 2.0f;
-       RecursiveLightPoint (color, cl.worldmodel->nodes, p, end);
+       RecursiveLightPoint (color, cl.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
+}
+
+// LordHavoc: added light checking to the server
+void SV_LightPoint (vec3_t color, vec3_t p)
+{
+       if (!sv.worldmodel->lightdata)
+       {
+               color[0] = color[1] = color[2] = 255;
+               return;
+       }
+       
+       color[0] = color[1] = color[2] = 0;
+       RecursiveLightPoint (color, sv.worldmodel->nodes, p[0], p[1], p[2], p[2] - 65536);
 }
 
 // LordHavoc: R_DynamicLightPoint - acumulates the dynamic lighting
@@ -397,8 +572,8 @@ void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits)
                                        continue;
                                k = (j<<5)+i;
                                VectorSubtract (org, cl_dlights[k].origin, dist);
-                               f = DotProduct(dist, dist) + 65536.0f;
-                               r = cl_dlights[k].radius*cl_dlights[k].radius*16.0f;
+                               f = DotProduct(dist, dist) + LIGHTOFFSET;
+                               r = cl_dlights[k].radius*cl_dlights[k].radius*LIGHTSCALE;
                                if (f < r)
                                {
                                        brightness = r * 16.0f / f;
@@ -426,8 +601,8 @@ void R_DynamicLightPointNoMask(vec3_t color, vec3_t org)
                if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
                        continue;
                VectorSubtract (org, cl_dlights[i].origin, dist);
-               f = DotProduct(dist, dist) + 65536.0f;
-               r = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
+               f = DotProduct(dist, dist) + LIGHTOFFSET;
+               r = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
                if (f < r)
                {
                        brightness = r * 16.0f / f;
@@ -449,14 +624,14 @@ void R_CompleteLightPoint (vec3_t color, vec3_t p)
 extern float *aliasvert;
 extern float *aliasvertnorm;
 extern byte *aliasvertcolor;
-extern vec_t shadecolor[];
 extern float modelalpha;
 extern qboolean lighthalf;
 extern int modeldlightbits[8];
-void R_LightModel(int numverts, vec3_t center)
+void R_LightModel(int numverts, vec3_t center, vec3_t basecolor)
 {
-       int i, j, nearlights = 0;
-       vec3_t dist;
+       // LordHavoc: warning: reliance on int being 4 bytes here (of course the d_8to24table relies on that too...)
+       int i, j, nearlights = 0, color;
+       vec3_t dist, mod;
        float t, t1, t2, t3, *avn;
        byte r,g,b,a, *avc;
        struct
@@ -464,12 +639,6 @@ void R_LightModel(int numverts, vec3_t center)
                vec3_t color;
                vec3_t origin;
        } nearlight[MAX_DLIGHTS];
-       if (!lighthalf)
-       {
-               shadecolor[0] *= 2.0f;
-               shadecolor[1] *= 2.0f;
-               shadecolor[2] *= 2.0f;
-       }
        avc = aliasvertcolor;
        avn = aliasvertnorm;
        a = (byte) bound((int) 0, (int) (modelalpha * 255.0f), (int) 255);
@@ -477,25 +646,39 @@ void R_LightModel(int numverts, vec3_t center)
        {
                if (lighthalf)
                {
-                       r = (byte) ((float) (128.0f * currententity->colormod[0]));
-                       g = (byte) ((float) (128.0f * currententity->colormod[1]));
-                       b = (byte) ((float) (128.0f * currententity->colormod[2]));
+                       ((byte *)&color)[0] = (byte) ((float) (128.0f * currententity->colormod[0]));
+                       ((byte *)&color)[1] = (byte) ((float) (128.0f * currententity->colormod[1]));
+                       ((byte *)&color)[2] = (byte) ((float) (128.0f * currententity->colormod[2]));
                }
                else
                {
-                       r = (byte) ((float) (255.0f * currententity->colormod[0]));
-                       g = (byte) ((float) (255.0f * currententity->colormod[1]));
-                       b = (byte) ((float) (255.0f * currententity->colormod[2]));
+                       ((byte *)&color)[0] = (byte) ((float) (255.0f * currententity->colormod[0]));
+                       ((byte *)&color)[1] = (byte) ((float) (255.0f * currententity->colormod[1]));
+                       ((byte *)&color)[2] = (byte) ((float) (255.0f * currententity->colormod[2]));
                }
+               ((byte *)&color)[3] = a;
                for (i = 0;i < numverts;i++)
                {
-                       *avc++ = r;
-                       *avc++ = g;
-                       *avc++ = b;
-                       *avc++ = a;
+                       *((int *)avc) = color;
+                       avc += 4;
                }
                return;
        }
+       if (lighthalf)
+       {
+               mod[0] = currententity->colormod[0] * 0.5f;
+               mod[1] = currententity->colormod[1] * 0.5f;
+               mod[2] = currententity->colormod[2] * 0.5f;
+       }
+       else
+       {
+               mod[0] = currententity->colormod[0];
+               mod[1] = currententity->colormod[1];
+               mod[2] = currententity->colormod[2];
+       }
+       basecolor[0] *= mod[0];
+       basecolor[1] *= mod[1];
+       basecolor[2] *= mod[2];
        if (r_lightmodels.value)
        {
                for (i = 0;i < MAX_DLIGHTS;i++)
@@ -507,30 +690,19 @@ void R_LightModel(int numverts, vec3_t center)
                        }
                        if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
                                continue;
-//                     if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
-//                             continue;
                        VectorSubtract (center, cl_dlights[i].origin, dist);
-                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
-                       t2 = DotProduct(dist,dist) + 65536.0f;
+                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
+                       t2 = DotProduct(dist,dist) + LIGHTOFFSET;
                        if (t2 < t1)
                        {
                                VectorCopy(cl_dlights[i].origin, nearlight[nearlights].origin);
-                               nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               if (lighthalf)
-                               {
-                                       nearlight[nearlights].color[0] *= 0.5f;
-                                       nearlight[nearlights].color[1] *= 0.5f;
-                                       nearlight[nearlights].color[2] *= 0.5f;
-                               }
-                               t1 = 0.5f / t2;
-                               shadecolor[0] += nearlight[nearlights].color[0] * t1;
-                               shadecolor[1] += nearlight[nearlights].color[1] * t1;
-                               shadecolor[2] += nearlight[nearlights].color[2] * t1;
-                               nearlight[nearlights].color[0] *= currententity->colormod[0];
-                               nearlight[nearlights].color[1] *= currententity->colormod[1];
-                               nearlight[nearlights].color[2] *= currententity->colormod[2];
+                               nearlight[nearlights].color[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0];
+                               nearlight[nearlights].color[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1];
+                               nearlight[nearlights].color[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2];
+                               t1 = (128.0f / LIGHTSCALE) / t2;
+                               basecolor[0] += nearlight[nearlights].color[0] * t1;
+                               basecolor[1] += nearlight[nearlights].color[1] * t1;
+                               basecolor[2] += nearlight[nearlights].color[2] * t1;
                                nearlights++;
                        }
                }
@@ -546,35 +718,28 @@ void R_LightModel(int numverts, vec3_t center)
                        }
                        if (!(modeldlightbits[i >> 5] & (1 << (i & 31))))
                                continue;
-//                     if (cl_dlights[i].die < cl.time || !cl_dlights[i].radius)
-//                             continue;
                        VectorSubtract (center, cl_dlights[i].origin, dist);
-                       t2 = DotProduct(dist,dist) + 65536.0f;
-                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*16.0f;
+                       t1 = cl_dlights[i].radius*cl_dlights[i].radius*LIGHTSCALE;
+                       t2 = DotProduct(dist,dist) + LIGHTOFFSET;
                        if (t2 < t1)
                        {
-                               dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * 0.5f;
-                               if (lighthalf)
-                               {
-                                       dist[0] *= 0.5f;
-                                       dist[1] *= 0.5f;
-                                       dist[2] *= 0.5f;
-                               }
-                               t1 = 0.75f / t2;
-                               shadecolor[0] += dist[0] * t1;
-                               shadecolor[1] += dist[1] * t1;
-                               shadecolor[2] += dist[2] * t1;
+                               dist[0] = cl_dlights[i].color[0] * cl_dlights[i].radius * cl_dlights[i].radius * mod[0];
+                               dist[1] = cl_dlights[i].color[1] * cl_dlights[i].radius * cl_dlights[i].radius * mod[1];
+                               dist[2] = cl_dlights[i].color[2] * cl_dlights[i].radius * cl_dlights[i].radius * mod[2];
+                               t1 = (192.0f / LIGHTSCALE) / t2;
+                               basecolor[0] += dist[0] * t1;
+                               basecolor[1] += dist[1] * t1;
+                               basecolor[2] += dist[2] * t1;
                        }
                }
        }
-       shadecolor[0] *= currententity->colormod[0];
-       shadecolor[1] *= currententity->colormod[1];
-       shadecolor[2] *= currententity->colormod[2];
-       t1 = bound(0, shadecolor[0], 255);r = (byte) t1;
-       t1 = bound(0, shadecolor[1], 255);g = (byte) t1;
-       t1 = bound(0, shadecolor[2], 255);b = (byte) t1;
+       t1 = bound(0, basecolor[0], 255);r = (byte) t1;
+       t1 = bound(0, basecolor[1], 255);g = (byte) t1;
+       t1 = bound(0, basecolor[2], 255);b = (byte) t1;
+       ((byte *)&color)[0] = r;
+       ((byte *)&color)[1] = g;
+       ((byte *)&color)[2] = b;
+       ((byte *)&color)[3] = a;
        if (nearlights)
        {
                int temp;
@@ -590,29 +755,27 @@ void R_LightModel(int numverts, vec3_t center)
                                if (t > 0)
                                {
                                        t /= DotProduct(v,v);
-                                       temp = (int) ((float) (shadecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
-                                       temp = (int) ((float) (shadecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
-                                       temp = (int) ((float) (shadecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;*avc++ = temp;
+                                       temp = (int) ((float) (basecolor[0] + nearlight[0].color[0] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[0] = temp;
+                                       temp = (int) ((float) (basecolor[1] + nearlight[0].color[1] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[1] = temp;
+                                       temp = (int) ((float) (basecolor[2] + nearlight[0].color[2] * t));if (temp < 0) temp = 0;else if (temp > 255) temp = 255;avc[2] = temp;
+                                       avc[3] = a;
                                }
                                else
-                               {
-                                       *avc++ = r;
-                                       *avc++ = g;
-                                       *avc++ = b;
-                               }
-                               *avc++ = a;
+                                       *((int *)avc) = color;
+                               avc += 4;
                                av+=3;
                                avn+=3;
                        }
                }
                else
                {
-                       int i1, i2, i3;
+                       int i1, i2, i3, k;
                        for (i = 0;i < numverts;i++)
                        {
-                               t1 = shadecolor[0];
-                               t2 = shadecolor[1];
-                               t3 = shadecolor[2];
+                               t1 = basecolor[0];
+                               t2 = basecolor[1];
+                               t3 = basecolor[2];
+                               k = false;
                                for (j = 0;j < nearlights;j++)
                                {
                                        VectorSubtract(nearlight[j].origin, av, v);
@@ -623,15 +786,19 @@ void R_LightModel(int numverts, vec3_t center)
                                                t1 += nearlight[j].color[0] * t;
                                                t2 += nearlight[j].color[1] * t;
                                                t3 += nearlight[j].color[2] * t;
+                                               k = true;
                                        }
                                }
-                               i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;
-                               i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;
-                               i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;
-                               *avc++ = i1;
-                               *avc++ = i2;
-                               *avc++ = i3;
-                               *avc++ = a;
+                               if (k) // dodge the costly float -> int conversions
+                               {
+                                       i1 = t1;if (i1 < 0) i1 = 0;else if (i1 > 255) i1 = 255;avc[0] = i1;
+                                       i2 = t2;if (i2 < 0) i2 = 0;else if (i2 > 255) i2 = 255;avc[1] = i2;
+                                       i3 = t3;if (i3 < 0) i3 = 0;else if (i3 > 255) i3 = 255;avc[2] = i3;
+                                       avc[3] = a;
+                               }
+                               else
+                                       *((int *)avc) = color;
+                               avc += 4;
                        }
                }
        }
@@ -639,10 +806,8 @@ void R_LightModel(int numverts, vec3_t center)
        {
                for (i = 0;i < numverts;i++)
                {
-                       *avc++ = r;
-                       *avc++ = g;
-                       *avc++ = b;
-                       *avc++ = a;
+                       *((int *)avc) = color;
+                       avc += 4;
                }
        }
 }