converted smooth-lighting into a primitive
for the first time ever, smooth-lit cave mode is now possible \o/
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@@ -117,21 +117,6 @@ typedef struct {
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} RenderModeOverlay;
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extern RenderModeInterface rendermode_overlay;
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/* exposed so it can be used in other per-face occlusion checks */
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int rendermode_lighting_is_face_occluded(RenderState *state, int skip_sides, int x, int y, int z);
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/* exposed so sub-modes can look at colors directly */
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void get_lighting_color(RenderModeLighting *self, RenderState *state,
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int x, int y, int z,
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unsigned char *r, unsigned char *g, unsigned char *b);
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/* SMOOTH LIGHTING */
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typedef struct {
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/* inherits from lighting */
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RenderModeLighting parent;
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} RenderModeSmoothLighting;
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extern RenderModeInterface rendermode_smooth_lighting;
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/* SPAWN */
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typedef struct {
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/* inherits from overlay */
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