vmap: Tone down the radiosity bounce by this magic number someone at Radiant pulled out of their hat
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@ -603,7 +603,7 @@ static void RadSubdivideDiffuseLight( int lightmapNum, bspDrawSurface_t *ds, raw
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else
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{
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/* handle bounced light (radiosity) a little differently */
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value = RADIOSITY_VALUE * si->bounceScale;
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value = RADIOSITY_VALUE * si->bounceScale * 0.375f; /* we'll absorb too much ambient light */
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light->photons = value * area * bounceScale;
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light->add = value * formFactorValueScale * bounceScale;
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VectorCopy( color, light->color );
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