fixed GL_Scissor call in rtlight code (apparently I need to feed it a top to bottom rectangle... ? must be something weird in the transform math as GL uses bottom to top)
made q1bsp and q3bsp a little more alike (regarding pvs clusters), now q3bsp has all the same pvs cluster fields as q3bsp
added fake lightgrid and pvs data to q3bsp loading when map is unlit or unvised respectively, this should improve internal consistency
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3922
d7cf8633-e32d-0410-b094-
e92efae38249