#define ATTEN3DSIZE 64
static void R_Shadow_Make3DTextures(void)
{
- int x, y, z, d;
- float v[3], intensity, ilen, length, bordercolor[4];
+ int x, y, z;
+ float v[3], intensity, ilen, bordercolor[4];
qbyte data[ATTEN3DSIZE][ATTEN3DSIZE][ATTEN3DSIZE][4];
if (r_light_quality.integer != 1 || !gl_texture3d)
return;
static void R_Shadow_MakeTextures(void)
{
- int x, y, z, d, side;
+ int x, y, d, side;
float v[3], s, t, intensity;
qbyte data[6][128][128][4];
R_FreeTexturePool(&r_shadow_texturepool);
void R_Shadow_GenTexCoords_Diffuse_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin)
{
int i;
- float lightdir[3], iradius;
+ float lightdir[3];
for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
{
VectorSubtract(vertex, relativelightorigin, lightdir);
void R_Shadow_GenTexCoords_Specular_Attenuation3D(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin, float lightradius)
{
int i;
- float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius;
+ float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen;
iradius = 0.5f / lightradius;
for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
{
void R_Shadow_GenTexCoords_Specular_NormalCubeMap(float *out, int numverts, const float *vertex, const float *svectors, const float *tvectors, const float *normals, const vec3_t relativelightorigin, const vec3_t relativeeyeorigin)
{
int i;
- float lightdir[3], eyedir[3], halfdir[3], lightdirlen, ilen, iradius;
+ float lightdir[3], eyedir[3], halfdir[3];
for (i = 0;i < numverts;i++, vertex += 4, svectors += 4, tvectors += 4, normals += 4, out += 4)
{
VectorSubtract(vertex, relativelightorigin, lightdir);