sun_t *sun; /* ydnar */
vec3_t color; /* normalized color */
- vec3_t averageColor;
+ vec4_t averageColor;
byte lightStyle;
/* vortex: per-surface floodlight */
/* map.c */
void LoadMapFile( char *filename, qboolean onlyLights, qboolean noCollapseGroups );
int FindFloatPlane( vec3_t normal, vec_t dist, int numPoints, vec3_t *points );
+qboolean PlaneEqual( plane_t *p, vec3_t normal, vec_t dist );
int PlaneTypeForNormal( vec3_t normal );
void AddBrushBevels( void );
brush_t *FinishBrush( qboolean noCollapseGroups );
void AddLump( FILE *file, bspHeader_t *header, int lumpNum, const void *data, int length );
void LoadBSPFile( const char *filename );
+void PartialLoadBSPFile( const char *filename );
void WriteBSPFile( const char *filename );
void PrintBSPFileSizes( void );
/* bspfile_ibsp.c */
void LoadIBSPFile( const char *filename );
void WriteIBSPFile( const char *filename );
+void PartialLoadIBSPFile( const char *filename );
+
/* bspfile_rbsp.c */
Q_EXTERN float colorsRGB Q_ASSIGN( qfalse );
Q_EXTERN float lightmapExposure Q_ASSIGN( 0.0f );
Q_EXTERN float lightmapCompensate Q_ASSIGN( 1.0f );
+Q_EXTERN float lightmapBrightness Q_ASSIGN( 1.0f );
+Q_EXTERN float lightmapContrast Q_ASSIGN( 1.0f );
/* ydnar: for runtime tweaking of falloff tolerance */
Q_EXTERN float falloffTolerance Q_ASSIGN( 1.0f );