void sgColorMap::sgMerge(GBitmap *lightmap, U32 xoffset, U32 yoffset, bool normalblend) { U32 y, x, c, frag; U8 *bits; sgFillInLighting(); sgBlur(); for(y=0; y getAddress(xoffset, (yoffset + y)); c = 0; for(x=0; x<sgWidth; x++) { ColorF &texel = sgData[((y * sgWidth) + x)]; if(norm
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