icculus quake2 doxygen
1.0 dev
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50 splitplane = node->
plane;
122 float front, back, frac;
147 if ( (back < 0) == side)
150 frac = front / (front-back);
151 mid[0] = start[0] + (end[0] - start[0])*frac;
152 mid[1] = start[1] + (end[1] - start[1])*frac;
153 mid[2] = start[2] + (end[2] - start[2])*frac;
162 if ( (back < 0) == side )
179 if (s < surf->texturemins[0] ||
180 t < surf->texturemins[1])
199 lightmap += dt * ((surf->
extents[0]>>4)+1) + ds;
204 samp = *lightmap * (1.0/255);
207 lightmap += ((surf->
extents[0]>>4)+1) *
236 color[0] = color[1] = color[2] = 1.0;
242 end[2] = p[2] - 2048;
289 float dist, rad, minlight;
299 smax = (surf->
extents[0]>>4)+1;
300 tmax = (surf->
extents[1]>>4)+1;
328 minlight = rad - minlight;
330 for (
i=0 ;
i<3 ;
i++)
342 for (
t = 0 ;
t<tmax ;
t++)
344 td = local[1] -
t*16;
347 for (s=0 ; s<smax ; s++)
349 sd = local[0] - s*16;
396 smax = (surf->
extents[0]>>4)+1;
397 tmax = (surf->
extents[1]>>4)+1;
402 for (
i=0 ;
i<size ;
i++)
408 for (
i=0 ;
i<size ;
i++)
419 for (
i=0 ;
i<size ;
i++)
429 for (
i=0 ;
i<size ;
i++)
void R_AddDynamicLights(void)
byte styles[MAXLIGHTMAPS]
CONST PIXELFORMATDESCRIPTOR int
#define VectorSubtract(a, b, c)
void R_PushDlights(model_t *model)
void R_LightPoint(vec3_t p, vec3_t color)
struct mnode_s * children[2]
void R_MarkLights(dlight_t *light, int bit, mnode_t *node)
vec_t VectorLength(vec3_t v)
unsigned blocklights[1024]
int RecursiveLightPoint(mnode_t *node, vec3_t start, vec3_t end)
void R_BuildLightMap(void)
lightstyle_t * lightstyles
unsigned short firstsurface
fixed8_t lightadj[MAXLIGHTMAPS]
void VectorMA(vec3_t veca, float scale, vec3_t vecb, vec3_t vecc)
unsigned short numsurfaces