int dlightbits[8];
// avoid redundent addition of dlights
int lightframe;
- // only render each surface once
- //int worldnodeframe;
-
- // these cause lightmap updates if regenerated
- // values currently used in lightmap
- unsigned short cached_light[MAXLIGHTMAPS];
- // if lightmap was lit by dynamic lights, force update on next frame
- short cached_dlight;
- // to cause lightmap to be rerendered when v_overbrightbits changes
- short cached_lightmapscalebit;
- // rerender lightmaps when r_ambient changes
- float cached_ambient;
+
+ // if lightmap settings changed, this forces update
+ int cached_dlight;
}
msurface_t;