In file include/csengine/light.h:

## class csLightPatch

> A light patch

### Public Methods

csDynLight* GetLight()
  Get the light that this light patch belongs too
csLightPatch* GetNextLight()
  Get the next light patch as seen from the standpoint of the light
csLightPatch* GetNextPoly()
  Get next light patch as seen from the standpoint of the polygon
csPolygon3D* GetPolygon()
  Get the polygon that this light patch belongs too
void Initialize(int n)
  Make room for the specified number of vertices and initialize to start a new light patch
void RemovePatch()
  Remove this light patch (unlink from all lists)

### Private Fields

csDynLight* light
  Light that this light patch originates from.
int max_vertices
  Maximum number of vertices.
int num_vertices
  Current number of vertices.
csPolygon3D* polygon
  Polygon that this light patch is for.
csFrustrumList shadows
  List of shadow frustrums.
csVector3* vertices
  Vertices.

### Private Methods

csLightPatch()
  Create an empty light patch (infinite frustrum)
~csLightPatch()
  Unlink this light patch from the polygon and the light and then destroy

## Documentation

> A light patch. This is a 3D polygon which fits on a world level 3D polygon and defines where the light hits the polygon. There is a list of light patches in every polygon (all dynamic lights hitting a polygon will give rise to a seperate light patch) and there is a list of light patches in every dynamic light (representing all polygons that are hit by that particular light).

`csVector3* vertices`
  Vertices.

`int num_vertices`
  Current number of vertices.

`int max_vertices`
  Maximum number of vertices.

`csPolygon3D* polygon`
  Polygon that this light patch is for.

`csDynLight* light`
  Light that this light patch originates from.

`csFrustrumList shadows`
  List of shadow frustrums.

`csLightPatch()`
  Create an empty light patch (infinite frustrum)

`~csLightPatch()`
  Unlink this light patch from the polygon and the light and then destroy

`void Initialize(int n)`
  Make room for the specified number of vertices and initialize to start a new light patch

`void RemovePatch()`
  Remove this light patch (unlink from all lists)

`csPolygon3D* GetPolygon()`
  Get the polygon that this light patch belongs too

`csDynLight* GetLight()`
  Get the light that this light patch belongs too

`csLightPatch* GetNextPoly()`
  Get next light patch as seen from the standpoint of the polygon

`csLightPatch* GetNextLight()`
  Get the next light patch as seen from the standpoint of the light

This class has no child classes.

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