light: trivial, remove old comment
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
This commit is contained in:
parent
70fceb5218
commit
5c4e6d4f0b
|
|
@ -556,18 +556,8 @@ SingleLightFace(const entity_t *light, lightinfo_t * l,
|
|||
lightsamp = l->lightmaps[mapnum];
|
||||
lightcolorsamp = l->lightmapcolors[mapnum];
|
||||
|
||||
/* TYR: The original way of doing things will generate "Too many light
|
||||
* styles on a face" errors that aren't necessarily true.
|
||||
* This is especially likely to happen if you make styled
|
||||
* lights with delay != 0 as they are seen to be within
|
||||
* lighting distance, even though they may be on totally
|
||||
* opposite sides of the map (or separated by solid wall(s))
|
||||
*
|
||||
* We should only generate the error when if find out that the
|
||||
* face actually gets hit by the light
|
||||
*/
|
||||
|
||||
if (mapnum == l->numlightstyles) { /* init a new light map */
|
||||
if (mapnum == l->numlightstyles) {
|
||||
/* init a new light map */
|
||||
size = (l->texsize[1] + 1) * (l->texsize[0] + 1);
|
||||
for (i = 0; i < size; i++) {
|
||||
if (colored) {
|
||||
|
|
@ -580,7 +570,6 @@ SingleLightFace(const entity_t *light, lightinfo_t * l,
|
|||
}
|
||||
|
||||
/* check it for real */
|
||||
|
||||
hit = false;
|
||||
c_proper++;
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue