Fix OpenGL2 non-HDR map surface over brighting

Vertex lit map surfaces were saturating to white when
r_mapOverBrightBits was increased and r_hdr was disabled.

Now the color is normalized like lightmaps and lightgrid
when r_hdr is disabled. Which is the same as OpenGL1.

Noticeable on misc_model trisoup.
This commit is contained in:
Zack Middleton 2014-01-15 23:53:00 -06:00
parent aa92f7e76a
commit dde36d91ce

View file

@ -128,17 +128,34 @@ static void R_ColorShiftLightingBytes( byte in[4], byte out[4] ) {
/*
===============
R_ColorShiftLightingBytes
R_ColorShiftLightingFloats
===============
*/
static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
{
float r, g, b;
scale *= pow(2.0f, r_mapOverBrightBits->integer - tr.overbrightBits);
out[0] = in[0] * scale;
out[1] = in[1] * scale;
out[2] = in[2] * scale;
r = in[0] * scale;
g = in[1] * scale;
b = in[2] * scale;
// normalize by color instead of saturating to white
if ( !r_hdr->integer && ( r > 1 || g > 1 || b > 1 ) ) {
float max;
max = r > g ? r : g;
max = max > b ? max : b;
r = r / max;
g = g / max;
b = b / max;
}
out[0] = r;
out[1] = g;
out[2] = b;
out[3] = in[3];
}