How Quake3 dynamic lighting works?

Can anyone tell me how the quake3 dynamic lightinng works?
Is it the same with q1??
in q1’s texinfo_t,there r two vectors:
tex[2][4] ,they r used to caculate the
dynamic lightmap in Quake1.
but in q3,there’s only :
int lm_offest[2];
int lm_size[2]; in q3’s face_t.
how they work?

Goto and search for that. Carmack made a .plan update a while ago talking about how the dlights work.

Nate Miller