{"-keeplights", "Keep light entities in the BSP file after compile"},
{"-lightmapdir <directory>", "Directory to store external lightmaps (default: same as map name without extension)"},
{"-lightmapsize <N>", "Size of lightmaps to generate (must be a power of two)"},
+ {"-lightsubdiv <N>", "Size of light emitting shader subdivision"},
{"-lomem", "Low memory but slower lighting mode"},
{"-lowquality", "Low quality floodlight (appears to currently break floodlight)"},
{"-minsamplesize <N>", "Sets minimum lightmap resolution in luxels/qu"},
qboolean lightSamplesInsist = qfalse;
qboolean fastAllocate = qfalse;
-
/* note it */
Sys_Printf( "--- Light ---\n" );
Sys_Printf( "--- ProcessGameSpecific ---\n" );
loMem = qtrue;
Sys_Printf( "Enabling low-memory (potentially slower) lighting mode\n" );
}
+ else if ( !strcmp( argv[ i ], "-lightsubdiv" ) ) {
+ defaultLightSubdivide = atoi( argv[ i + 1 ] );
+ if ( defaultLightSubdivide < 1 ) {
+ defaultLightSubdivide = 1;
+ }
+ i++;
+ Sys_Printf( "Default light subdivision set to %d\n", defaultLightSubdivide );
+ }
else if ( !strcmp( argv[ i ], "-lightanglehl" ) ) {
if ( ( atoi( argv[ i + 1 ] ) != 0 ) != lightAngleHL ) {
lightAngleHL = ( atoi( argv[ i + 1 ] ) != 0 );