qboolean bounceanglediffuse;
qboolean directionalshading;
qboolean includedirectlighting;
+ qboolean blur;
+ int floatcolors;
float dlightparticlemultiplier;
qboolean hitmodels;
float lightradiusscale;
int maxbounce;
+ int lightpathsize;
float particlebounceintensity;
float particleintensity;
int maxphotons;
- float intensityperphoton;
+ float energyperphoton;
float spacing[3];
int stablerandom;
}
int pixelbands;
int pixelsperband;
int bytesperband;
- unsigned char *pixels;
- float *highpixels;
float spacing[3];
float ispacing[3];
vec3_t mins;
// per-frame data that is very temporary
int numsplatpaths;
struct r_shadow_bouncegrid_splatpath_s *splatpaths;
+ float *highpixels;
}
r_shadow_bouncegrid_state_t;