]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
fix a typo
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 12 Apr 2011 14:10:10 +0000 (14:10 +0000)
committerRudolf Polzer <divverent@alientrap.org>
Tue, 12 Apr 2011 20:13:54 +0000 (22:13 +0200)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11053 d7cf8633-e32d-0410-b094-e92efae38249
::stable-branch::merge=d46739694e88622edf6fd39d6ec547d220438d79

r_shadow.c

index d479f125193f8a71950c8a65a6d966ac041fdcb9..b2a619ac312a740b30a000dc2fafe680adbc68ad 100644 (file)
@@ -326,7 +326,7 @@ cvar_t r_shadow_bouncegrid_bounceanglediffuse = {CVAR_SAVE, "r_shadow_bouncegrid
 cvar_t r_shadow_bouncegrid_directionalshading = {CVAR_SAVE, "r_shadow_bouncegrid_directionalshading", "0", "use diffuse shading rather than ambient, 3D texture becomes 8x as many pixels to hold the additional data"};
 cvar_t r_shadow_bouncegrid_dlightparticlemultiplier = {CVAR_SAVE, "r_shadow_bouncegrid_dlightparticlemultiplier", "0", "if set to a high value like 16 this can make dlights look great, but 0 is recommended for performance reasons"};
 cvar_t r_shadow_bouncegrid_hitmodels = {CVAR_SAVE, "r_shadow_bouncegrid_hitmodels", "0", "enables hitting character model geometry (SLOW)"};
-cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_incluedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
+cvar_t r_shadow_bouncegrid_includedirectlighting = {CVAR_SAVE, "r_shadow_bouncegrid_includedirectlighting", "0", "allows direct lighting to be recorded, not just indirect (gives an effect somewhat like r_shadow_realtime_world_lightmaps)"};
 cvar_t r_shadow_bouncegrid_intensity = {CVAR_SAVE, "r_shadow_bouncegrid_intensity", "4", "overall brightness of bouncegrid texture"};
 cvar_t r_shadow_bouncegrid_lightradiusscale = {CVAR_SAVE, "r_shadow_bouncegrid_lightradiusscale", "10", "particles stop at this fraction of light radius (can be more than 1)"};
 cvar_t r_shadow_bouncegrid_maxbounce = {CVAR_SAVE, "r_shadow_bouncegrid_maxbounce", "5", "maximum number of bounces for a particle (minimum is 1)"};