Graphics

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I remember the last two screenshots. Care to explain negative lights + masking gels? Might come in handy for something I'm working on.
Someone asked for negative lights (I think it was a RTCW mapper), so I added them in a patch release. One nifty thing was since the light was stored in floating-point buffers before storing, the negative lights could actually suck the light out of a scene.

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ydnar

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