if (VectorLength(floodlightRGB)==0)
{
- VectorSet(floodlightRGB,240,240,255);
+ VectorSet(floodlightRGB,0.94,0.94,1.0);
}
if (v4<1) v4=1024;
}
else
{
- VectorSet(floodlightRGB,240,240,255);
- //floodlighty = qtrue;
- //Sys_Printf( "FloodLighting enabled via worldspawn _floodlight key.\n" );
+ VectorSet(floodlightRGB,0.94,0.94,1.0);
+ }
+ if(colorsRGB)
+ {
+ floodlightRGB[0] = Image_LinearFloatFromsRGBFloat(floodlightRGB[0]);
+ floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(floodlightRGB[1]);
+ floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(floodlightRGB[2]);
}
VectorNormalize(floodlightRGB,floodlightRGB);
}
si->floodlightRGB[1] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[1]);
si->floodlightRGB[2] = Image_LinearFloatFromsRGBFloat(si->floodlightRGB[2]);
}
- VectorNormalize(si->floodlightRGB);
+ VectorNormalize(si->floodlightRGB, si->floodlightRGB);
}
/* jal: q3map_nodirty : skip dirty */