fixed the RB_CalcDiffuseColor color array offset

This commit is contained in:
myT 2023-02-24 04:43:48 +01:00
parent cae492053f
commit ec95faad1b
2 changed files with 3 additions and 1 deletions

View file

@ -97,6 +97,9 @@ chg: with r_backend GL3, depth fade with MSAA now requires GLSL 4.00 at a minimu
chg: with r_backend GL3, alpha to coverage now requires GLSL 4.00 at a minimum
fix: in render batches with multiple shaders where the second or later surface had a shader using
"rgbGen lightingDiffuse", the colors would be wrong and crashes could occur
fix: the reported MSAA sample counts for the GL2 and GL3 back-ends could be wrong
fix: registration of a read-only CVar would keep the existing value

View file

@ -993,7 +993,6 @@ static void RB_CalcDiffuseColor( unsigned char *colors, int firstVertex, int num
float* v = tess.xyz[firstVertex];
float* normal = tess.normal[firstVertex];
colors += firstVertex * 4;
const float t = r_mapGreyscale->value;
const float ti = 1.0f - t;