31 #define MAX_PATCHES 65000
void BuildVertexNormals(void)
Calculate per-vertex (instead of per-plane) normal vectors. This is done by finding all of the faces ...
void BuildLights(void)
Create lights out of patches and entity lights.
void SubdividePatches(void)
Iterate all of the head face patches, subdividing them as necessary.
void LightWorld(void)
Build the lightmap out of light entities and surface lights (patches)
void CalcTextureReflectivity(void)
Calculates the texture color that is used for light emitting surfaces.
void BuildPatches(void)
Create surface fragments for light-emitting surfaces so that light sources may be computed along them...
for storing the vertices of the side of a brush or other polygon
patch_t * face_patches[MAX_MAP_FACES]
void FinalLightFace(unsigned int facenum)
Add the indirect lighting on top of the direct lighting and save into final map format.
vec3_t face_offset[MAX_MAP_FACES]
void FreePatches(void)
After light sources have been created, patches may be freed.
void ExportLightmaps(const char *bspFileName)
Export the day and night lightmap and direction data for the given map.
void BuildFacelights(unsigned int facenum)