Don't wash out HDR vertex lite surfaces in OpenGL2

Vertex lite surfaces being brighter than light maps looks bad,
they're meant to look the same. Especially in ET, which mixes
them fequently. It's noticeable in Q3 too though.

BSP lightmaps (i.e. not external HDR lightmaps) use
R_ColorShiftLightingBytes, now *Floats (used by vertex colors)
has the same behavior.

This may be a problem for HDR lightmaps, as the RGB will always be
scaled to 0.0 to 1.0 range.

I had enabled this for non-HDR before, but now HDR needs it too.
This commit is contained in:
Zack Middleton 2014-03-07 17:58:30 -06:00
parent 8caeb62741
commit e7f43545ed

View file

@ -143,7 +143,7 @@ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
b = in[2] * scale;
// normalize by color instead of saturating to white
if ( !r_hdr->integer && ( r > 1 || g > 1 || b > 1 ) ) {
if ( r > 1 || g > 1 || b > 1 ) {
float max;
max = r > g ? r : g;