float particlebounceintensity;
float particleintensity;
int maxphotons;
- float intensityperphoton;
+ float energyperphoton;
float spacing[3];
int stablerandom;
}
vec3_t mins;
vec3_t maxs;
vec3_t size;
+ int maxsplatpaths;
+
+ // per-frame data that is very temporary
+ int numsplatpaths;
+ struct r_shadow_bouncegrid_splatpath_s *splatpaths;
}
r_shadow_bouncegrid_state_t;