diff options
-rw-r--r-- | Makefile | 1 | ||||
-rw-r--r-- | src/cgame/cg_ents.c | 34 |
2 files changed, 7 insertions, 28 deletions
@@ -37,7 +37,6 @@ GOBJ = \ $(GDIRNAME)/g_trigger.o \ $(GDIRNAME)/g_utils.o \ $(GDIRNAME)/g_weapon.o - #(GDIRNAME)/g_creep.o \ CGOBJ = \ $(CGDIRNAME)/cg_main.o \ diff --git a/src/cgame/cg_ents.c b/src/cgame/cg_ents.c index cec42e78..d78f3d64 100644 --- a/src/cgame/cg_ents.c +++ b/src/cgame/cg_ents.c @@ -794,11 +794,12 @@ static void CG_TorchLight( centity_t *cent ) projection, MAX_MARK_POINTS, markPoints[0], MAX_MARK_FRAGMENTS, markFragments ); - color[ 0 ] = 255; - color[ 1 ] = 255; - color[ 2 ] = 255; - color[ 3 ] = 255; + color[ 0 ] = color[ 1 ] = color[ 2 ] = color[ 3 ] = 255; + r = g = b = 1; + + lum = CG_AmbientLight( origin ); + for ( i = 0, mf = markFragments ; i < numFragments ; i++, mf++ ) { polyVert_t *v; @@ -815,7 +816,7 @@ static void CG_TorchLight( centity_t *cent ) vec3_t delta; VectorCopy( markPoints[ mf->firstPoint + j ], v->xyz ); - VectorMA( v->xyz, 1, normal, v->xyz ); + VectorMA( v->xyz, 0.1f, normal, v->xyz ); VectorSubtract( v->xyz, origin, delta ); v->st[0] = 0.5 + DotProduct( delta, axis[1] ) * texCoordScale; @@ -823,33 +824,12 @@ static void CG_TorchLight( centity_t *cent ) *(int *)v->modulate = *(int *)color; } - //trap_R_AddPolyToScene( cgs.media.humanTorch, mf->numPoints, verts ); trap_R_AddPolyToScene( cgs.media.humanTorch, mf->numPoints, verts ); } - r = ( (float)( cent->currentState.constantLight & 0xFF ) ) / 255.0; - g = ( (float)( ( cent->currentState.constantLight >> 8 ) & 0xFF ) ) / 255.0; - b = ( (float)( ( cent->currentState.constantLight >> 16 ) & 0xFF ) ) / 255.0; - i = ( cent->currentState.constantLight >> 24 ) & 0xFF; - - lum = CG_AmbientLight( cent->lerpOrigin ); - - if( lum > 32 ) - { - k = 1; - } - else if( lum <= 32 ) - { - k = 2; - r *= 1.0f - ( (float)lum / 64.0f ); - g *= 1.0f - ( (float)lum / 64.0f ); - b *= 1.0f - ( (float)lum / 64.0f ); - } - /*for( j = 0; j <= k; j++ ) - trap_R_AddLightToScene(cent->lerpOrigin, i*2, r, g, b );*/ - //trap_R_AddLightToScene( origin, (int)size, r, g, b ); + trap_R_AddLightToScene( origin, (int)size, r, g, b ); } /* |