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Rocket05

lighting grid

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how does quake3 use a lighting grid for lighting models? the grid is stored as one long array in level files, with values for ambient and directional lighting, and a phi/theta values for actual direction. apparently there is a node for every 64 units in the x and y directions, and every 128 for the z direction (using quake''s z up axes ). i dont know how this would be used however... my only guess is that the 6 closest light nodes to a model being rendered are used to construct lights to render the model? am I even any where close? any help is greatly appreciated.

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