light: remove broken -fence feature
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@ -272,7 +272,6 @@ void WorldToTexCoord(const vec3_t world, const texinfo_t *tex, vec_t coord[2]);
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vec_t
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TriangleArea(const vec3_t v0, const vec3_t v1, const vec3_t v2);
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extern qboolean testFenceTextures;
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extern qboolean surflight_dump;
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extern char mapfilename[1024];
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@ -67,7 +67,6 @@ qboolean bounce = false;
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vec_t bouncescale = 1.0f;
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vec_t bouncecolorscale = 0.0f;
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qboolean testFenceTextures = false;
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qboolean surflight_dump = false;
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static facesup_t *faces_sup; //lit2/bspx stuff
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@ -1326,9 +1325,6 @@ main(int argc, const char **argv)
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bounce = true;
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bouncecolorscale = atof( argv[ ++i ] );
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logprint( "Bounce color scale factor set to %f on command line\n", bouncecolorscale );
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} else if ( !strcmp( argv[ i ], "-fence" ) ) {
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testFenceTextures = true;
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logprint( "Fence texture tracing enabled on command line\n" );
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} else if ( !strcmp( argv[ i ], "-surflight_subdivide" ) ) {
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surflight_subdivide = atof( argv[ ++i ] );
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surflight_subdivide = qmin(qmax(surflight_subdivide, 64.0f), 2048.0f);
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@ -68,11 +68,6 @@ ignoring all lights in the map. Useful for previewing and turning the dirt setti
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.IP "\fB\-dirtmode n\fP | \fB\-dirtdepth n\fP | \fB\-dirtscale n\fP | \fB\-dirtgain n\fP | \fB\-dirtangle n\fP"
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Fine-tune the dirtmapping, overriding the corresponding worldspawn keys. See the
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worldspawn keys below.
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.IP "\fB\-fence\fP"
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Enables light to pass through transparent pixels in fence textures
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(textures with a "{" prefix). Typically, shadow-casting fences should
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be a func_wall entity with the "_shadow" "1" key set. Default is for
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transparent pixels to block light.
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.IP "\fB\-gamma [n]\fP"
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Adjust brightness of final lightmap. Default 1, >1 is brighter, <1 is darker. See "_gamma" worldspawn key.
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.IP "\fB\-lux\fP"
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