Пример #1
0
        /// <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();
        }
Пример #2
0
        /// <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();
        }