/// <summary> /// BeginBuildingLightmaps /// ---------------------- /// Initializes the lightmap building process /// </summary> public void BeginBuildingLightmaps(ref CModel.SModel _SModel) { CLocal.SLightStyle[] _LightStyle; // no dlightcache CMain.r_framecount = 1; // setup the base lightstyles so the lightmaps won't have to be regenerated // the first time they're seen _LightStyle = new CLocal.SLightStyle[CLocal.MAX_LIGHTSTYLES]; for (int i = 0; i < CLocal.MAX_LIGHTSTYLES; i++) { _LightStyle[i].rgb = new float[3]; _LightStyle[i].rgb[0] = 1.0f; _LightStyle[i].rgb[1] = 1.0f; _LightStyle[i].rgb[2] = 1.0f; _LightStyle[i].white = 3.0f; } CClient.cl.RefDef.lightstyles = _LightStyle; // jkrige ?? //if (!gl_state.lightmap_textures) //{ // gl_state.lightmap_textures = TEXNUM_LIGHTMAPS; //} // jkrige ?? CProgram.gQ2Game.gCMain.gCImage.StartLightmaps(ref _SModel); LM_InitBlock(); }