- for (i = 0;i < count;i++, in++, out++)
- *out = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), 128, 128, in->rgb, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+ // figure out what the most reasonable merge power is within limits
+ loadmodel->brushq3.num_lightmapmergepower = 0;
+ for (power = 1;power <= mod_q3bsp_lightmapmergepower.integer && (1 << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping);power++)
+ loadmodel->brushq3.num_lightmapmergepower = power;
+ loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
+
+ loadmodel->brushq3.num_mergedlightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
+ loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+ if (loadmodel->brushq3.deluxemapping)
+ loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
+
+ j = 128 << loadmodel->brushq3.num_lightmapmergepower;
+ if (loadmodel->brushq3.data_lightmaps)
+ for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
+ loadmodel->brushq3.data_lightmaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("lightmap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+
+ if (loadmodel->brushq3.data_deluxemaps)
+ for (i = 0;i < loadmodel->brushq3.num_mergedlightmaps;i++)
+ loadmodel->brushq3.data_deluxemaps[i] = R_LoadTexture2D(loadmodel->texturepool, va("deluxemap%04i", i), j, j, NULL, TEXTYPE_RGB, TEXF_FORCELINEAR | TEXF_PRECACHE, NULL);
+
+ power = loadmodel->brushq3.num_lightmapmergepower;
+ power2 = power * 2;
+ mask = (1 << power) - 1;
+ for (i = 0;i < count;i++)
+ {
+ j = i >> loadmodel->brushq3.deluxemapping;
+ if (loadmodel->brushq3.deluxemapping && (i & 1))
+ R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
+ else
+ R_UpdateTexture(loadmodel->brushq3.data_lightmaps [j >> power2], in[i].rgb, (j & mask) * 128, ((j >> power) & mask) * 128, 128, 128);
+ }