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[vulkan] Correct dynamic light distance for lightmaps
I had gotten confused about how dynamic lights were calculated and thus used the wrong radius in the final intensity calculation. Takes care of the scruffy corners often visible on the dynamic lights.
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1 changed files with 1 additions and 1 deletions
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@ -121,7 +121,7 @@ add_dynamic_lights (const vec4f_t *transform, msurface_t *surf, vec4f_t *block)
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} else {
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} else {
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d = td + (sd >> 1);
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d = td + (sd >> 1);
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}
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}
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float l = dlight->radius - d;
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float l = rad - d;
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if (l > minlight) {
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if (l > minlight) {
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block[t * smax + s] += l * color;
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block[t * smax + s] += l * color;
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}
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}
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