float *v3f, *t2f, *c4f;
particletexture_t *tex;
float up2[3], v[3], right[3], up[3], fog, ifog, size, len, lenfactor, alpha;
- float ambient[3], diffuse[3], diffusenormal[3];
+// float ambient[3], diffuse[3], diffusenormal[3];
float palpha, spintime, spinrad, spincos, spinsin, spinm1, spinm2, spinm3, spinm4, baseright[3], baseup[3];
vec4_t colormultiplier;
float minparticledist_start, minparticledist_end;
c4f[3] = alpha;
// note: lighting is not cheap!
if (particletype[p->typeindex].lighting)
- {
- R_CompleteLightPoint(ambient, diffuse, diffusenormal, p->org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
- c4f[0] *= (ambient[0] + 0.5 * diffuse[0]);
- c4f[1] *= (ambient[1] + 0.5 * diffuse[1]);
- c4f[2] *= (ambient[2] + 0.5 * diffuse[2]);
- }
+ R_LightPoint(c4f, p->org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
// mix in the fog color
if (r_refdef.fogenabled)
{