float st[ 2 ], lightmap[ 2 ], *radLuxel;
radVert_t *rv[ 3 ];
+ if (!bouncing)
+ Sys_Printf( "BUG: RadSample: !bouncing shouldn't happen\n" );
/* initial setup */
ClearBounds( mins, maxs );
light->falloffTolerance = falloffTolerance;
/* bouncing light? */
- if ( !bouncing ) {
+ if ( bouncing == qfalse ) {
+ /* This is weird. This actually handles surfacelight and not
+ * bounces. */
+
/* handle first-pass lights in normal q3a style */
value = si->value;
light->photons = value * area * areaScale;
light->dist = DotProduct( light->origin, normal );
}
+ if (light->photons < 0 || light->add < 0 || light->color[0] < 0 || light->color[1] < 0 || light->color[2] < 0)
+ Sys_Printf( "BUG: RadSubdivideDiffuseLight created a darkbulb\n" );
+
/* emit light from both sides? */
if ( si->compileFlags & C_FOG || si->twoSided ) {
light->flags |= LIGHT_TWOSIDED;