faster static light tracing (by not doing it as often), this also means results of...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 17 Jul 2002 05:29:20 +0000 (05:29 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Wed, 17 Jul 2002 05:29:20 +0000 (05:29 +0000)
commit7ab8cb14df5c1810973f39e92934e5eb3d4c5ef6
tree0ae10a8210da030d9626d5cd166f48636d354d7b
parent56b60280e816b41ce6201f21a1921d2f59d32566
faster static light tracing (by not doing it as often), this also means results of static light traces are cached in the entity_render_t (which is now considered semi-persistent), made light falloff in .lights file actually work (it wasn't being used by the model lighting code... oops), also made coronas twice as bright

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@2046 d7cf8633-e32d-0410-b094-e92efae38249
client.h
r_light.c