29typedef struct light_s {
36typedef struct sustain_s {
47#define MAX_STATIC_LIGHTS 1024
static light_t * lights[LIGHTMAP_MAX]
void R_AddSustainedLight(const vec3_t org, float radius, const vec3_t color, float sustain)
void R_AddStaticLight(const vec3_t origin, float radius, const vec3_t color)
Add static light for model lighting (world already got them baked into lightmap).
void R_ClearStaticLights(void)
Remove all static light data.
void R_EnableModelLights(const light_t **lights, int numLights, bool inShadow, bool enable)
Enable or disable realtime dynamic lighting for models.
void R_UpdateSustainedLights(void)
Updates state of sustained lights; should be called once per frame right before world rendering.
void R_AddLight(const vec3_t origin, float radius, const vec3_t color)
Create light to be rendered in the current frame (will be removed before the next).
void R_UpdateLightList(struct entity_s *ent)
void R_DisableLights(void)
void R_EnableWorldLights(void)
Set up lighting data for the GLSL world shader.
sustains are light flashes which slowly decay