int angleSteps, elevationSteps;
float angle, elevation;
float angleStep, elevationStep;
- float step, start;
sun_t sun;
if( value <= 0.0f || iterations < 2 )
return;
- /* calculate some stuff */
- step = 2.0f / (iterations - 1);
- start = -1.0f;
-
/* basic sun setup */
VectorCopy( color, sun.color );
sun.deviance = 0.0f;
lightmapGamma = game->lightmapGamma;
Sys_Printf( " lightning gamma: %f\n", lightmapGamma );
+ lightmapsRGB = game->lightmapsRGB;
+ if(lightmapsRGB)
+ Sys_Printf( " lightmap colorspace: sRGB\n" );
+ else
+ Sys_Printf( " lightmap colorspace: linear\n" );
+
lightmapCompensate = game->lightmapCompensate;
Sys_Printf( " lightning compensation: %f\n", lightmapCompensate );
else if( !strcmp( argv[ i ], "-griddirectionality" ) )
{
f = atof( argv[ i + 1 ] );
- if(f < 0) f = 0;
- if(f > gridAmbientDirectionality) f = gridAmbientDirectionality;
+ if(f > 1) f = 1;
+ if(f < gridAmbientDirectionality) gridAmbientDirectionality = f;
Sys_Printf( "Grid directionality is %f\n", f );
- gridDirectionality *= f;
+ gridDirectionality = f;
i++;
}
else if( !strcmp( argv[ i ], "-gridambientdirectionality" ) )
{
f = atof( argv[ i + 1 ] );
- if(f > gridDirectionality) f = gridDirectionality;
- if(f > 1) f = 1;
+ if(f < -1) f = -1;
+ if(f > gridDirectionality) gridDirectionality = f;
Sys_Printf( "Grid ambient directionality is %f\n", f );
- gridAmbientDirectionality *= f;
+ gridAmbientDirectionality = f;
i++;
}
i++;
}
+ else if( !strcmp( argv[ i ], "-sRGB" ) )
+ {
+ lightmapsRGB = qtrue;
+ Sys_Printf( "Lighting is in sRGB\n" );
+ }
+
+ else if( !strcmp( argv[ i ], "-nosRGB" ) )
+ {
+ lightmapsRGB = qfalse;
+ Sys_Printf( "Lighting is linear\n" );
+ }
+
else if( !strcmp( argv[ i ], "-exposure" ) )
{
f = atof( argv[ i + 1 ] );
{
if(*argv[i+1] == '+')
lightSamplesInsist = qtrue;
+ else
+ lightSamplesInsist = qfalse;
lightSamples = atoi( argv[ i + 1 ] );
if( lightSamples < 1 )
lightSamples = 1;
{
lightmapExtraVisClusterNudge = qtrue;
}
+ else if( !strcmp( argv[ i ], "-fill" ) )
+ {
+ lightmapFill = qtrue;
+ Sys_Printf( "Filling lightmap colors from surrounding pixels to improve JPEG compression\n" );
+ }
/* unhandled args */
else
{