NX/VITA: Fix alias models overdarkening and disable overbrights for them

This commit is contained in:
Ian 2023-09-07 14:13:00 -04:00
parent 242f341f5e
commit fa473f0c8e

View file

@ -679,37 +679,23 @@ void R_SetupAliasLighting (entity_t *e)
} }
} }
// minimum light value on gun (24) // cypress -- limit light value on all ents, not
if (e == &cl.viewent) // just viewmodel.
add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
if (add > 0.0f)
{ {
add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]); lightcolor[0] += add / 3.0f;
if (add > 0.0f) lightcolor[1] += add / 3.0f;
{ lightcolor[2] += add / 3.0f;
lightcolor[0] += add / 3.0f;
lightcolor[1] += add / 3.0f;
lightcolor[2] += add / 3.0f;
}
}
// minimum light value on players (8)
if (currententity > cl_entities && currententity <= cl_entities + cl.maxclients)
{
add = 24.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
if (add > 0.0f)
{
lightcolor[0] += add / 3.0f;
lightcolor[1] += add / 3.0f;
lightcolor[2] += add / 3.0f;
}
} }
// clamp lighting so it doesn't overbright as much (96) // clamp lighting so it doesn't overbright as much (96)
if (overbright) // if (overbright)
{ // {
add = 288.0f / (lightcolor[0] + lightcolor[1] + lightcolor[2]); // add = 288.0f / (lightcolor[0] + lightcolor[1] + lightcolor[2]);
if (add < 1.0f) // if (add < 1.0f)
VectorScale(lightcolor, add, lightcolor); // VectorScale(lightcolor, add, lightcolor);
} // }
//hack up the brightness when fullbrights but no overbrights (256) //hack up the brightness when fullbrights but no overbrights (256)
if (gl_fullbrights.value && !gl_overbright_models.value) if (gl_fullbrights.value && !gl_overbright_models.value)
@ -723,9 +709,9 @@ void R_SetupAliasLighting (entity_t *e)
// motolegacy -- re-te EF_FULLBRIGHT support // motolegacy -- re-te EF_FULLBRIGHT support
// TODO: potentially just block dlights from colorizing // TODO: potentially just block dlights from colorizing
if (e->effects & EF_FULLBRIGHT) { if (e->effects & EF_FULLBRIGHT) {
lightcolor[0] = 96.0f; lightcolor[0] = 400.0f;
lightcolor[1] = 96.0f; lightcolor[1] = 400.0f;
lightcolor[2] = 96.0f; lightcolor[2] = 400.0f;
} }
quantizedangle = ((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1); quantizedangle = ((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1);