vec_t cullradius; // only for culling comparisons
vec_t subtract; // to avoid sudden brightness change at cullradius, subtract this
entity_render_t *ent; // owner of this light
+
+ matrix4x4_t matrix_lighttoworld;
+ matrix4x4_t matrix_worldtolight;
+ matrix4x4_t matrix_worldtoattenuationxyz;
+ matrix4x4_t matrix_worldtoattenuationz;
+
+ vec3_t color;
+ vec_t radius;
+ int cubemapnum;
+ int shadow;
+ vec_t corona;
}
rdlight_t;