vec3_t light; // the brightness of the light
vec_t cullradius; // only for culling comparisons
vec_t subtract; // to avoid sudden brightness change at cullradius, subtract this
-// entity_render_t *ent; // owner of this light
+ entity_render_t *ent; // owner of this light
}
rdlight_t;
void R_MarkLights(entity_render_t *ent);
void R_DrawCoronas(void);
void R_CompleteLightPoint(vec3_t color, const vec3_t p, int dynamic, const mleaf_t *leaf);
-void R_LightModel(const entity_render_t *ent, int numverts, float colorr, float colorg, float colorb, int worldcoords);
+void R_LightModel(const entity_render_t *ent, int numverts, float *vertices, float *normals, float *colors, float colorr, float colorg, float colorb, int worldcoords);
void R_UpdateEntLights(entity_render_t *ent);
#endif