// figure out what the most reasonable merge power is within limits
// find the appropriate NxN dimensions to merge to, to avoid wasted space
- realcount = count >> (int)loadmodel->brushq3.deluxemapping;
+ realcount = count >> loadmodel->brushq3.deluxemapping;
// figure out how big the merged texture has to be
mergegoal = 128<<bound(0, mod_q3bsp_lightmapmergepower.integer, 6);
for (i = 0;i < count;i++)
{
// figure out which merged lightmap texture this fits into
- realindex = i >> (int)loadmodel->brushq3.deluxemapping;
+ realindex = i >> loadmodel->brushq3.deluxemapping;
lightmapindex = i >> powerdxy;
// choose the destination address