light: use mangle_from_vec in CalcPoints_Debug to dump point normal
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@ -434,10 +434,12 @@ CalcPoints_Debug(const lightsurf_t *surf, const bsp2_t *bsp)
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for (int s = 0; s < surf->width; s++) {
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const int i = t*surf->width + s;
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const vec_t *point = surf->points[i];
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const glm::vec3 mangle = mangle_from_vec(vec3_t_to_glm(surf->normals[i]));
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fprintf(f, "{\n");
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fprintf(f, "\"classname\" \"light\"\n");
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fprintf(f, "\"origin\" \"%f %f %f\"\n", point[0], point[1], point[2]);
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fprintf(f, "\"mangle\" \"%f %f %f\"\n", mangle[0], mangle[1], mangle[2]);
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fprintf(f, "\"face\" \"%d\"\n", facenum);
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fprintf(f, "\"occluded\" \"%d\"\n", (int)surf->occluded[i]);
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fprintf(f, "\"s\" \"%d\"\n", s);
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