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https://git.code.sf.net/p/quake/quakeforge
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Change light setting from 256 and 200 to 255, for fullbright models.
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parent
40cbc5ed3c
commit
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2 changed files with 12 additions and 12 deletions
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@ -364,8 +364,10 @@ GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float ble
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if (!fb) {
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// normals and vertexes come from the frame list
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// blend the light intensity from the two frames together
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light = shadelight * ((shadedots[verts1->lightnormalindex] * lerp)
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+ (shadedots[verts2->lightnormalindex] * blend));
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light = shadelight * ((shadedots[verts1->lightnormalindex] *
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lerp)
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+ (shadedots[verts2->lightnormalindex] *
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blend));
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glColor4f (shadecolor[0] * light, shadecolor[1] * light,
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shadecolor[2] * light, modelalpha);
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}
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@ -384,7 +386,6 @@ GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float ble
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if (modelalpha != 1.0)
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glDepthMask (GL_TRUE);
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glColor3ubv (lighthalf_v);
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}
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@ -642,8 +643,7 @@ R_DrawAliasModel (entity_t *e)
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if (cl_dlights[lnum].die >= cl.time) {
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VectorSubtract (currententity->origin, cl_dlights[lnum].origin,
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dist);
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add =
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(cl_dlights[lnum].radius * cl_dlights[lnum].radius * 8) /
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add = (cl_dlights[lnum].radius * cl_dlights[lnum].radius * 8) /
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(DotProduct (dist, dist)); // FIXME Deek
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if (add > 0)
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@ -662,7 +662,7 @@ R_DrawAliasModel (entity_t *e)
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if (strnequal (clmodel->name, "progs/flame", 11)
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|| strnequal (clmodel->name, "progs/bolt", 10)) {
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modelIsFullbright = true;
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shadelight = 200; // make certain models full brightness always
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shadelight = 255; // make certain models full brightness always
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}
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shadedots = r_avertexnormal_dots[((int) (e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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@ -363,8 +363,10 @@ GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float ble
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if (!fb) {
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// normals and vertexes come from the frame list
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// blend the light intensity from the two frames together
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light = shadelight * ((shadedots[verts1->lightnormalindex] * lerp)
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+ (shadedots[verts2->lightnormalindex] * blend));
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light = shadelight * ((shadedots[verts1->lightnormalindex] *
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lerp)
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+ (shadedots[verts2->lightnormalindex] *
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blend));
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glColor4f (shadecolor[0] * light, shadecolor[1] * light,
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shadecolor[2] * light, modelalpha);
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}
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@ -383,7 +385,6 @@ GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float ble
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if (modelalpha != 1.0)
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glDepthMask (GL_TRUE);
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glColor3ubv (lighthalf_v);
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}
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@ -641,8 +642,7 @@ R_DrawAliasModel (entity_t *e)
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if (cl_dlights[lnum].die >= cl.time) {
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VectorSubtract (currententity->origin, cl_dlights[lnum].origin,
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dist);
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add =
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(cl_dlights[lnum].radius * cl_dlights[lnum].radius * 8) /
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add = (cl_dlights[lnum].radius * cl_dlights[lnum].radius * 8) /
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(DotProduct (dist, dist)); // FIXME Deek
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if (add > 0)
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@ -661,7 +661,7 @@ R_DrawAliasModel (entity_t *e)
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if (strnequal (clmodel->name, "progs/flame", 11)
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|| strnequal (clmodel->name, "progs/bolt", 10)) {
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modelIsFullbright = true;
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shadelight = 256; // make certain models full brightness always
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shadelight = 255; // make certain models full brightness always
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}
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shadedots = r_avertexnormal_dots[((int) (e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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