rawLightmap_t *lm;
bspDrawVert_t *verts;
trace_t trace;
+ float floodLightAmount;\r
+ vec3_t floodColor;
/* get surface, info, and raw lightmap */
VectorCopy( verts[ i ].normal, trace.normal );
/* r7 dirt */
- if( dirty )
+ if( dirty && !bouncing )
dirt = DirtForSample( &trace );
else
dirt = 1.0f;
+ /* jal: floodlight */
+ floodLightAmount = 0.0f;\r
+ VectorClear( floodColor );\r
+ if( floodlighty && !bouncing )\r
+ {\r
+ floodLightAmount = floodlightIntensity * FloodLightForSample( &trace, floodlightDistance, floodlight_lowquality );\r
+ VectorScale( floodlightRGB, floodLightAmount, floodColor );\r
+ }
+
/* trace */
LightingAtSample( &trace, ds->vertexStyles, colors );
{
/* r7 dirt */
VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
+
+ /* jal: floodlight */
+ VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
/* store */
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );
{
/* r7 dirt */
VectorScale( colors[ lightmapNum ], dirt, colors[ lightmapNum ] );
+
+ /* jal: floodlight */
+ VectorAdd( colors[ lightmapNum ], floodColor, colors[ lightmapNum ] );
/* store */
radVertLuxel = RAD_VERTEX_LUXEL( lightmapNum, ds->firstVert + i );