From e7f43545edc56892f9481fe0d5633ddba0e4364b Mon Sep 17 00:00:00 2001 From: Zack Middleton Date: Fri, 7 Mar 2014 17:58:30 -0600 Subject: [PATCH] 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. --- code/renderergl2/tr_bsp.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/renderergl2/tr_bsp.c b/code/renderergl2/tr_bsp.c index 964a6601..d9fdb4ab 100644 --- a/code/renderergl2/tr_bsp.c +++ b/code/renderergl2/tr_bsp.c @@ -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;