]> git.xonotic.org Git - xonotic/darkplaces.git/commitdiff
separated rtlight (light[]) settings from normal glow dlights, this means no more...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 18 May 2004 04:35:35 +0000 (04:35 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 18 May 2004 04:35:35 +0000 (04:35 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4185 d7cf8633-e32d-0410-b094-e92efae38249

cl_main.c

index 588be09c5e875620767eff157592b0e46e027cb1..5b01387607d5583206cf6c0712606cedb889bb34 100644 (file)
--- a/cl_main.c
+++ b/cl_main.c
@@ -799,25 +799,26 @@ void CL_LinkNetworkEntity(entity_t *e)
                        dlightradius = max(dlightradius, e->state_current.glowsize * 4);
                        VectorMA(dlightcolor, (1.0f / 255.0f), (qbyte *)&palette_complete[e->state_current.glowcolor], dlightcolor);
                }
-               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
-               {
-                       if (e->state_current.light[3])
-                               dlightradius = max(dlightradius, e->state_current.light[3]);
-                       else
-                               dlightradius = max(dlightradius, 350);
-                       if (VectorLength2(dlightcolor) == 0)
-                               (dlightcolor[0] += 1, dlightcolor[1] += 1, dlightcolor[2] += 1);
-                       else
-                               VectorMA(dlightcolor, (1.0f/256.0f), e->state_current.light, dlightcolor);
-               }
-               // make the dlight
+               // make the glow dlight
                if (dlightradius > 0 && (dlightcolor[0] || dlightcolor[1] || dlightcolor[2]) && !(e->render.flags & RENDER_VIEWMODEL))
                {
-                       dlightmatrix = e->render.matrix;
+                       //dlightmatrix = e->render.matrix;
                        // hack to make glowing player light shine on their gun
                        //if ((e - cl_entities) == cl.viewentity/* && !chase_active.integer*/)
                        //      dlightmatrix.m[2][3] += 30;
-                       CL_AllocDlight(&e->render, &dlightmatrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, e->state_current.skin >= 16 ? e->state_current.skin : 0, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC) ? ((e->state_current.lightpflags & PFLAGS_CORONA) != 0) : 1);
+                       CL_AllocDlight(&e->render, &e->render.matrix, dlightradius, dlightcolor[0], dlightcolor[1], dlightcolor[2], 0, 0, 0, 0, false, 1);
+               }
+               // custom rtlight
+               if (e->state_current.lightpflags & PFLAGS_FULLDYNAMIC)
+               {
+                       float light[4];
+                       VectorScale(e->state_current.light, (1.0f / 256.0f), light);
+                       light[3] = e->state_current.light[3];
+                       if (light[0] == 0 && light[1] == 0 && light[2] == 0)
+                               VectorSet(light, 1, 1, 1);
+                       if (light[3] == 0)
+                               light[3] = 350;
+                       CL_AllocDlight(&e->render, &e->render.matrix, light[3], light[0], light[1], light[2], 0, 0, e->state_current.skin, e->state_current.lightstyle, !(e->state_current.lightpflags & PFLAGS_NOSHADOW), (e->state_current.lightpflags & PFLAGS_CORONA) != 0);
                }
                // trails need the previous frame
                if (e->state_previous.active && e->state_previous.modelindex == e->state_current.modelindex)