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>
May as well keep dist as the actual distance and just call ScaledDistance
twice (poor function name, btw - it's effectively the equivalent of the
"fade gate" stuff)
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Rename member lightmapcolors -> colormaps
Remove unused member surfnum
Re-order things so the data lumps are together at the end.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Looks like the original code biased these to one side, but the
oversampling will be more accurate if we evenly distribute the points
around the actual lightmap point.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
We were calculating these values for every light and for every surface,
which seems a little excessive... Also made the variable names a bit more
sensible - we had stored a direction vector, not the actual mangle values.
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>
The "fatbin2" target isn't working yet since I don't have the right cross
compiler set up, but once I do then adding CC=foo to the $(MAKE) command
should be all that is needed.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Implement the two extra light attenuation formulae that were added to
Benjt Jardrup's light util (http://user.tninet.se/~xir870k/readmevis.txt).
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
I guess this bug has been here a long time. This was preventing us from
using all four available lightmaps in most cases. Now fixed!
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
No more games with save/modify/restore on the entity->lightcolor.
Could have actually caused nasty races in the multithreaded case.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Stop playing silly games with saving, modifying and restoring the global
sunlight_color. A couple of variable naming changes in lightface and use
an entity pointer instead of always indexing into the global array.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Some editors will work with floating point rotations, so let them keep the
precise texture alignment written to the .map file.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Add some manpage-like documentation for the three main compile utils.
Some updates for README.txt to ready for a new release.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
First pass at detail support as implemented in tyr-qbsp, using the PRT2
file format (hopefully nobody else already decided to use that?)
Because the "leaf" terminology is pervasive across the source, I've left
it there for now (so "leaf" usually now means "cluster") and added a few
variables with the "_real" suffix when they actually mean the real leafs
and not the clusters which vis still calls leafs. A bit disgusting, but it
actually works so I'll go through and clean up naming, etc. later.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Took a while to find this - need to make sure that we actually count and
write out the portals which get attached to the top node of a detail
cluster (with ->detail_separator set true).
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
Update PortalThru() to take the portal as it's argument, then we can
examine the two nodes on either side of the cluster. The nodes could
either be leafs or clusters.
Walk the detail clusters recursively and if the contents are all the same,
return that, otherwise if there is some empty space, leave it as empty.
Similarly, if there is some water, return water, etc. Basically non-solids
take precedence over solids in calculating the contents of the cluster.
Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>