light: entities: add some debug logging
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@ -355,8 +355,6 @@ SetupSuns()
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logprint("creating sun2\n");
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SetupSun(sun2.floatValue(), *sun2_color.vec3Value(), *sun2vec.vec3Value());
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}
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logprint("%d suns in use.\n", static_cast<int>(all_suns.size()));
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}
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/*
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@ -1041,9 +1039,16 @@ FixLightsOnFaces(const bsp2_t *bsp)
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void
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SetupLights(const bsp2_t *bsp)
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{
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logprint("SetupLights: %d initial lights\n", static_cast<int>(all_lights.size()));
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// Creates more light entities, needs to be done before the rest
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MakeSurfaceLights(bsp);
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logprint("SetupLights: %d after surface lights\n", static_cast<int>(all_lights.size()));
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JitterEntities();
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logprint("SetupLights: %d after jittering\n", static_cast<int>(all_lights.size()));
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const size_t final_lightcount = all_lights.size();
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@ -1054,6 +1059,11 @@ SetupLights(const bsp2_t *bsp)
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FixLightsOnFaces(bsp);
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SetupLightLeafnums(bsp);
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logprint("Final count: %d lights %d suns in use.\n",
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static_cast<int>(all_lights.size()),
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static_cast<int>(all_suns.size()));
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assert(final_lightcount == all_lights.size());
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}
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