v1=v2=v3=0;
v4=floodlightDistance;
v5=floodlightIntensity;
+ v6=floodlightDirectionScale;
- sscanf( value, "%lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
+ sscanf( value, "%lf %lf %lf %lf %lf %lf", &v1, &v2, &v3, &v4, &v5);
floodlightRGB[0]=v1;
floodlightRGB[1]=v2;
if (v4<1) v4=1024;
if (v5<1) v5=128;
+ if (v6<0) v6=1;
floodlightDistance=v4;
floodlightIntensity=v5;
+ floodlightDirectionScale=v6;
floodlighty = qtrue;
Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
/* global pass */
if (floodlighty && floodlightIntensity)
- FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
+ FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, floodlightDirectionScale);
/* custom pass */
if (lm->floodlightIntensity)
Q_EXTERN vec3_t floodlightRGB;
Q_EXTERN float floodlightIntensity Q_ASSIGN( 512.0f );
Q_EXTERN float floodlightDistance Q_ASSIGN( 1024.0f );
+Q_EXTERN float floodlightDirectionScale Q_ASSIGN( 1.0f );
Q_EXTERN qboolean dump Q_ASSIGN( qfalse );
Q_EXTERN qboolean debug Q_ASSIGN( qfalse );