textureColor[ 3 ] = 255;
}
avgcolor = ( textureColor[ 0 ] + textureColor[ 1 ] + textureColor[ 2 ] ) / 3;
- for ( l = 0; l < 3; l++ ){
+ for ( i = 0; i < 3; i++ ){
+ color[ i ] = ( ( textureColor[ i ] * bounceColorRatio + ( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( radLuxel[ i ] / 255 );
+ /*
+ Workaround for https://gitlab.com/xonotic/netradiant/-/issues/182
+ This loop normally uses the l iterator instead of i:
+ for ( l = 0; l < 3; l++ ){
color[ l ] = ( ( textureColor[ l ] * bounceColorRatio + ( avgcolor * ( 1 - bounceColorRatio ) ) ) / 255 ) * ( radLuxel[ l ] / 255 );
+ }
+ */
//Sys_Printf( "%i %i %i %i %i \n", (int) textureColor[ 0 ], (int) textureColor[ 1 ], (int) textureColor[ 2 ], (int) avgcolor, (int) color[ i ] );
}
AddPointToBounds( color, mins, maxs );