From 214d4c94ced6f09963fe009f3c70e456bb01aa1a Mon Sep 17 00:00:00 2001 From: Rudolf Polzer Date: Tue, 24 Sep 2013 14:51:54 +0200 Subject: [PATCH] Found why RadSubdivideDiffuseLight happens with !bouncing. Trying another one now. --- tools/quake3/q3map2/light_bounce.c | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/tools/quake3/q3map2/light_bounce.c b/tools/quake3/q3map2/light_bounce.c index d91744f0..37d8c4e5 100644 --- a/tools/quake3/q3map2/light_bounce.c +++ b/tools/quake3/q3map2/light_bounce.c @@ -264,6 +264,8 @@ static void RadSample( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, float st[ 2 ], lightmap[ 2 ], *radLuxel; radVert_t *rv[ 3 ]; + if (!bouncing) + Sys_Printf( "BUG: RadSample: !bouncing shouldn't happen\n" ); /* initial setup */ ClearBounds( mins, maxs ); @@ -551,7 +553,8 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw /* bouncing light? */ if ( !bouncing ) { - Sys_Printf( "BUG: RadSubdivideDiffuseLight !bouncing shouldn't happen\n" ); + /* This is weird. This actually handles surfacelight and not + * bounces. */ /* handle first-pass lights in normal q3a style */ value = si->value; -- 2.39.2