light: save poly for bouncelights

This commit is contained in:
Eric Wasylishen 2017-03-08 15:09:33 -07:00
parent 154158ddba
commit 1d66039b2c
2 changed files with 2 additions and 0 deletions

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@ -30,6 +30,7 @@
#include <glm/vec3.hpp>
typedef struct {
std::vector<glm::vec3> poly;
glm::vec3 pos;
std::map<int, glm::vec3> colorByStyle;
glm::vec3 componentwiseMaxColor; // cached maximum color in the colorByStyle, used for culling so we don't need to loop through colorByStyle

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@ -230,6 +230,7 @@ AddBounceLight(const vec3_t pos, const std::map<int, glm::vec3> &colorByStyle, c
Q_assert(area > 0);
bouncelight_t l;
l.poly = GLM_FacePoints(bsp, face);
l.pos = vec3_t_to_glm(pos);
l.colorByStyle = colorByStyle;