light: apply minlight after adding bounce lights
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@ -2321,6 +2321,9 @@ LightFace(bsp2_dface_t *face, facesup_t *facesup, const modelinfo_t *modelinfo,
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if (sun.sunlight > 0)
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LightFace_Sky (&sun, lightsurf, lightmaps);
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/* add indirect lighting */
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LightFace_Bounce(ctx->bsp, face, lightsurf, lightmaps);
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/* minlight - Use the greater of global or model minlight. */
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if (lightsurf->minlight > cfg.minlight.floatValue())
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LightFace_Min(bsp, face, lightsurf->minlight_color, lightsurf->minlight, lightsurf, lightmaps);
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@ -2345,7 +2348,9 @@ LightFace(bsp2_dface_t *face, facesup_t *facesup, const modelinfo_t *modelinfo,
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LightFace_Sky (&sun, lightsurf, lightmaps);
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}
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/* add indirect lighting */
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/* bounce debug */
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// TODO: add a BounceDebug function that clear the lightmap to make the code more clear
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if (debugmode == debugmode_bounce)
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LightFace_Bounce(ctx->bsp, face, lightsurf, lightmaps);
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/* replace lightmaps with AO for debugging */
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