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Swap normal/vertex order to match order they are accessed in during render.
Optimization from Grievre. Also fix a minimum light clamping to actually be applied.
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1 changed files with 2 additions and 3 deletions
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@ -67,8 +67,8 @@ static __attribute__ ((unused)) const char rcsid[] =
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#include "view.h"
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#include "view.h"
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typedef struct {
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typedef struct {
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vec3_t vert;
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vec3_t normal;
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vec3_t normal;
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vec3_t vert;
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} blended_vert_t;
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} blended_vert_t;
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typedef struct {
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typedef struct {
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@ -575,8 +575,7 @@ R_DrawAliasModel (entity_t *e)
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if (d > 1.0) {
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if (d > 1.0) {
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VectorScale (emission, 1.0 / d, emission);
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VectorScale (emission, 1.0 / d, emission);
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} else if (d < model->min_light && !used_lights) {
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} else if (d < model->min_light && !used_lights) {
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ambientcolor[2] = ambientcolor[1] =
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emission[2] = emission[1] = emission[0] = model->min_light;
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ambientcolor[0] = model->min_light;
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}
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}
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qfglMaterialfv (GL_FRONT, GL_EMISSION, emission);
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qfglMaterialfv (GL_FRONT, GL_EMISSION, emission);
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