Darkplaces lighting/Light sources

World lights
Worlds lights are loaded from external .rtlights file supplied with a map (foo.bsp will try to load foo.rtlights). If there are not .rtlights file, engine tries to load lights from a map "light" entities, which often is grude and terrible slow (as "lights" are maked for map compiler LIGHT stage raytracer, not for reatime rendering). So producing a good .rtlights folr is very first step in a process of map creation.

World lights are static, meaning they canot be moved, rotated, altered during a game.

Each world light can have this parameters:
 * origin : position
 * angles : rotation
 * color : RGB light color
 * radius : radius of light in game units
 * corona : corona intensity (0 to disable)
 * coronasize : size of corona (this is multiplier to light radius)
 * style : lights style number (see lightstyles above)
 * shadows: whether to cast shadows from light
 * cubemap : a path to cubemap filter texture
 * ambient : ambient light intensity (ignores shading, makes lighting to be more 'flat')
 * diffuse : shading light intensity (default is 1)
 * specular : specular intensity (default is 1)
 * normalmode : if this flag is set, light will be draws if cvar r_shadow_realtime_world is 0
 * realtimemode : if this flag is set, light will be draws if cvar r_shadow_realtime_world is 1

Console variables:

Dynamic lights
Dynamic lights are cast from entities. This could be both server-side entities such as rockets or client-side entities such as explosions.