static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, rawLightmap_t *lm, shaderInfo_t *si,
float scale, float subdivide, qboolean original, radWinding_t *rw, clipWork_t *cw )
{
- int i, style;
+ int i, style = 0;
float dist, area, value;
vec3_t mins, maxs, normal, d1, d2, cross, color, gradient;
light_t *light, *splash;
light->falloffTolerance = falloffTolerance;
/* bouncing light? */
- if( bouncing == qfalse )
+ if( !bouncing )
{
/* handle first-pass lights in normal q3a style */
value = si->value;
/* find nodraw bit */
contentFlags = surfaceFlags = compileFlags = 0;
ApplySurfaceParm( "nodraw", &contentFlags, &surfaceFlags, &compileFlags );
+
+ // jal : avoid bouncing on trans surfaces
+ ApplySurfaceParm( "trans", &contentFlags, &surfaceFlags, &compileFlags );
/* early outs? */
if( scale <= 0.0f || (si->compileFlags & C_SKY) || si->autosprite ||