This fixes the texcoord range to be 0.0 to 1.0 for external lightmaps in
shaders that also have an internal lightmap. (Instead of 2.0 to 3.0 for
example.) This only affects clampMap as repeating wrapping sampled the
correct location. I haven't found such a shader but I need to get real
lightmap index for future merged lightmap hacks.
Fixes World of Padman wop_trashmap.
For r_mergeLightmaps 1
- Fix tcMod transform on "map $lightmap" stages
- Fix external lightmap image texcoords if shader also has an internal
lightmap
For r_sunlightMode 1
- Fix "tcGen lightmap" stages with blendFunc GL_SRC_ALPHA GL_ONE being
converted to white image + modulate lightmap and drawing incorrectly
If spawn var key or value is "" it caused R_GetEntityToken (available to
cgame, used by opengl2) to stop parsing, whereas game VM would continue.
Changed it to match parsing used for game VM
(see G_GET_ENTITY_TOKEN in code/server/sv_game.c).
The map poq3dm5 has a "wait" key with value "".
When R_GetEntityToken returns qfalse it resets pointer for parsing, by
R_ParseSpawnVars not returning qfalse it could cause an infinite loop.
Also add newlines to printfs.
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.
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.