#define LP_LIGHTMAP 1
#define LP_RTWORLD 2
#define LP_DYNLIGHT 4
-void R_LightPoint(vec3_t color, const vec3_t p, const int flags);
-void R_CompleteLightPoint(vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal, const vec3_t p, const int flags);
+void R_LightPoint(float *color, const vec3_t p, const int flags);
+void R_CompleteLightPoint(float *ambientcolor, float *diffusecolor, float *diffusenormal, const vec3_t p, const int flags);
void R_DrawModelShadowMaps(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
void R_DrawModelShadows(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);