fix deluxemapping when using floodlight. Also, add to floodlight the same trick as it's done to ambient to have a minimum normal assigned.
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@ -3888,7 +3888,7 @@ float FloodLightForSample( trace_t *trace , float floodLightDistance, qboolean f
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VectorCopy( trace->normal, normal );
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/* check if the normal is aligned to the world-up */
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if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f )
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if( normal[ 0 ] == 0.0f && normal[ 1 ] == 0.0f && ( normal[ 2 ] == 1.0f || normal[ 2 ] == -1.0f ) )
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{
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if( normal[ 2 ] == 1.0f )
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{
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@ -4123,7 +4123,7 @@ void FloodLightRawLightmap( int rawLightmapNum )
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/* global pass */
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if (floodlighty && floodlightIntensity)
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FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 0);
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FloodLightRawLightmapPass(lm, floodlightRGB, floodlightIntensity, floodlightDistance, floodlight_lowquality, 1.0f);
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/* custom pass */
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if (lm->floodlightIntensity)
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@ -4151,7 +4151,6 @@ void FloodlightIlluminateLightmap( rawLightmap_t *lm )
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float *luxel, *floodlight, *deluxel, *normal;
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int *cluster;
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float brightness;
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vec3_t lightvector;
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int x, y, lightmapNum;
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/* walk lightmaps */
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@ -4190,11 +4189,18 @@ void FloodlightIlluminateLightmap( rawLightmap_t *lm )
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if (luxel[3]==0) luxel[3]=1;
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/* add to deluxemap */
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if (deluxemap && floodlight[3] > 0)
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if (deluxemap && floodlight[3] > 0)
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{
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vec3_t lightvector;
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normal = SUPER_NORMAL( x, y );
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brightness = floodlight[ 0 ] * 0.3f + floodlight[ 1 ] * 0.59f + floodlight[ 2 ] * 0.11f;
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brightness *= ( 1.0f / 255.0f ) * floodlight[3];
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brightness *= ( 1.0f / 255.0f ) * floodlight[3];
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// use AT LEAST this amount of contribution from ambient for the deluxemap, fixes points that receive ZERO light
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if(brightness < 0.00390625f)
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brightness = 0.00390625f;
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VectorScale( normal, brightness, lightvector );
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VectorAdd( deluxel, lightvector, deluxel );
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}
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