;
// i is now 0 for 128, 1 for 256, etc
- for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> loadmodel->brushq3.deluxemapping); power++)
+ for (power = 1;power + i <= mod_q3bsp_lightmapmergepower.integer && (size << power) <= gl_max_texture_size && (1 << (power * 2)) < 4 * (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)); power++)
loadmodel->brushq3.num_lightmapmergepower = power;
loadmodel->brushq3.num_lightmapmerge = 1 << loadmodel->brushq3.num_lightmapmergepower;
- loadmodel->brushq3.num_mergedlightmaps = ((count >> loadmodel->brushq3.deluxemapping) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
+ loadmodel->brushq3.num_mergedlightmaps = ((count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)) + (1 << (loadmodel->brushq3.num_lightmapmergepower * 2)) - 1) >> (loadmodel->brushq3.num_lightmapmergepower * 2);
loadmodel->brushq3.data_lightmaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
if (loadmodel->brushq3.deluxemapping)
loadmodel->brushq3.data_deluxemaps = (rtexture_t **)Mem_Alloc(loadmodel->mempool, loadmodel->brushq3.num_mergedlightmaps * sizeof(rtexture_t *));
// all be full size except the last one which may be smaller
// because it only needs to the remaining blocks, and it will often
// be odd sizes like 2048x512 due to only being 25% full or so.
- j = (count >> loadmodel->brushq3.deluxemapping) - (lightmapindex << power2);
+ j = (count >> (loadmodel->brushq3.deluxemapping ? 1 : 0)) - (lightmapindex << power2);
for (mergewidth = 1;mergewidth < j && mergewidth < (1 << power);mergewidth *= 2)
;
for (mergeheight = 1;mergewidth*mergeheight < j && mergeheight < (1 << power);mergeheight *= 2)
}
mergewidth = R_TextureWidth(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
mergeheight = R_TextureHeight(loadmodel->brushq3.data_lightmaps[lightmapindex]) / size;
- j = (i >> loadmodel->brushq3.deluxemapping) & ((1 << power2) - 1);
+ j = (i >> (loadmodel->brushq3.deluxemapping ? 1 : 0)) & ((1 << power2) - 1);
if (loadmodel->brushq3.deluxemapping && (i & 1))
R_UpdateTexture(loadmodel->brushq3.data_deluxemaps[lightmapindex], convertedpixels, (j % mergewidth) * size, (j / mergewidth) * size, size, size);
else
if (cls.state != ca_dedicated && out->lightmaptexture)
{
// figure out which part of the merged lightmap this fits into
- int lightmapindex = LittleLong(in->lightmapindex) >> loadmodel->brushq3.deluxemapping;
+ int lightmapindex = LittleLong(in->lightmapindex) >> (loadmodel->brushq3.deluxemapping ? 1 : 0);
int mergewidth = R_TextureWidth(out->lightmaptexture) / loadmodel->brushq3.lightmapsize;
int mergeheight = R_TextureHeight(out->lightmaptexture) / loadmodel->brushq3.lightmapsize;
lightmapindex &= mergewidth * mergeheight - 1;