Precalculate the distance at which lights will fade to zero brightness.
For lights with inverse falloff, use the gate value to determine the
cut-off distance. Use this value to cull samples and avoid the ray
tracing overhead.
Hopefully not too controversially, I am going to default this to "on" with
a gate value of 0.001. Unless you have > 1000 lights contributing
fractional light values across your map, this is not going to make any
visible difference.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Check whether any of the entities have colored fields set and if so,
enable colored light output. Can still be overridden from the command line
if needed.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Quick release to fix the ongoing saga that is my crappy .lit coloured lighting
support. I really did test it this time...
I bumped the qbsp version as well, just to track the utils "package" version.
Signed-off-by: Tyrann <tyrann@disenchant.net>
I really should do more testing before I embarress myself by releasing stuff
so obviously broken. Use the right pointer to align lit_filebase against.
Signed-off-by: Tyrann <tyrann@disenchant.net>
Gah! Brown paper bag material here. Memory for the Lit data was never getting
allocated and writes were happening in no man's land off the end of the
lightdata area.
Signed-off-by: Tyrann <tyrann@disenchant.net>