smooth-lighting triangles now pull lighting data correctly for each vertex
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@@ -183,6 +183,14 @@ typedef struct {
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} RenderModeLighting;
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extern RenderModeInterface rendermode_lighting;
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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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/* NIGHT */
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typedef struct {
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/* inherits from lighting */
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