#include "quakedef.h"
#define MAX_LIGHTMAP_SIZE 256
+#define USEMESHBUFFER 1
static unsigned int intblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
static float floatblocklights[MAX_LIGHTMAP_SIZE*MAX_LIGHTMAP_SIZE*3]; // LordHavoc: *3 for colored lighting
return lit;
}
+#if USEMESHBUFFER
static int RSurf_LightSeparate(int *dlightbits, int numverts, float *vert, float *color)
{
float f, *v, *c;
}
return false;
}
+#endif
static void RSurfShader_Water_Pass_Base(msurface_t *surf)
{
static void RSurfShader_Wall_Pass_BaseMTex(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i;
surfvertex_t *v;
float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
static void RSurfShader_Wall_Pass_BaseTexture(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i;
surfvertex_t *v;
float *outv, *outc, *outst, cl, ca;
static void RSurfShader_Wall_Pass_BaseLightmap(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i;
surfvertex_t *v;
float *outv, *outc, *outuv, cl, ca, diff[3];
static void RSurfShader_Wall_Pass_BaseVertex(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i, size3;
surfvertex_t *v;
float *outv, *outc, *outst, *outuv, cl, ca, diff[3];
static void RSurfShader_Wall_Pass_BaseFullbright(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i;
surfvertex_t *v;
float *outv, *outc, *outst, cl, ca, diff[3];
static void RSurfShader_Wall_Pass_Light(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i;
surfvertex_t *v;
float *outv, *outc, *outst, *outuv, cl, ca, diff[3], f;
static void RSurfShader_Wall_Pass_Glow(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i;
surfvertex_t *v;
float *outv, *outc, *outst, cl, ca, diff[3];
static void RSurfShader_Wall_Pass_Fog(msurface_t *surf)
{
-#if 1
+#if USEMESHBUFFER
int i;
surfvertex_t *v;
float *outv, *outc, *outst, cl, ca, diff[3], f;