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fixed the RB_CalcDiffuseColor color array offset
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2 changed files with 3 additions and 1 deletions
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@ -97,6 +97,9 @@ chg: with r_backend GL3, depth fade with MSAA now requires GLSL 4.00 at a minimu
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chg: with r_backend GL3, alpha to coverage now requires GLSL 4.00 at a minimum
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fix: in render batches with multiple shaders where the second or later surface had a shader using
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"rgbGen lightingDiffuse", the colors would be wrong and crashes could occur
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fix: the reported MSAA sample counts for the GL2 and GL3 back-ends could be wrong
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fix: registration of a read-only CVar would keep the existing value
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@ -993,7 +993,6 @@ static void RB_CalcDiffuseColor( unsigned char *colors, int firstVertex, int num
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float* v = tess.xyz[firstVertex];
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float* normal = tess.normal[firstVertex];
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colors += firstVertex * 4;
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const float t = r_mapGreyscale->value;
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const float ti = 1.0f - t;
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