light = trace->light;
/* clear color */
+ trace->forceSubsampling = qfalse; /* to make sure */
VectorClear( trace->color );
VectorClear( trace->colorNoShadow );
VectorClear( trace->directionContribution );
float SetupTrace( trace_t *trace )
{
- trace->forceSubsampling = qfalse;
VectorSubtract( trace->end, trace->origin, trace->displacement );
trace->distance = VectorNormalize( trace->displacement, trace->direction );
VectorCopy( trace->origin, trace->hit );
/* sample light */
LightContributionToSample( trace );
+ if(trace.forceSubsampling)
+ {
+ /* alphashadow: we subsample as deep as we can */
+ ++lighted;
+ ++mapped;
+ ++mapped;
+ }
/* add to totals (fixme: make contrast function) */
VectorCopy( trace->color, luxel[ b ] );