pBOffset = pBumps->aBumpMap + ( iScreenY * pBumps->iWinWidth ) + nLightXPos;
for( iScreenX=nLightXPos, iLightX=-pBumps->SpotLight.nLightRadius; iLightX<nLightOffsetFar; ++iScreenX, ++iLightX, ++pBOffset, pDOffset+=pBumps->bytesPerPixel )
{
pBOffset = pBumps->aBumpMap + ( iScreenY * pBumps->iWinWidth ) + nLightXPos;
for( iScreenX=nLightXPos, iLightX=-pBumps->SpotLight.nLightRadius; iLightX<nLightOffsetFar; ++iScreenX, ++iLightX, ++pBOffset, pDOffset+=pBumps->bytesPerPixel )
{