ioq3quest/code/renderergl2
Zack Middleton 3d6aa05694 OpenGL2: Fix dark lightmap on shader in mpteam6
Team Arena's mpteam6 map has a shader textures/base_wall2/space_concrete
that contains an opaque stage, two non-lightmap blendfunc filter stages,
a blendfunc add stage, and a lightmap stage. The lightmap was attached
to all four of the non-lightmap stages causing the filter stages to
darken the lightmap multiple times.

Change setting up the lightall GLSL shader to only use lightmap if it's
the first stage or not a blendfunc filter stage. Now only the opaque
and blendfunc add stages of the mpteam6 shader use the lightmap.

Reported by Alexander Nadeau (wareya).
2018-02-04 14:34:17 -06:00
..
glsl OpenGL2: Don't use initialized arrays in glsl shaders. 2017-07-24 16:29:04 -07:00
tr_animation.c Allow more than 32 surfaces in skin files 2017-07-04 14:06:09 -05:00
tr_backend.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_bsp.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_cmds.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_curve.c OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_dsa.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_dsa.h OpenGL2: Detect Intel graphics and avoid/use certain operations there. 2016-12-07 22:30:55 -08:00
tr_extensions.c Add common OpenGL version parsing + OpenGL 3 fixes 2017-10-01 23:09:20 -05:00
tr_extramath.c OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_extramath.h OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16. 2016-10-11 03:28:20 -07:00
tr_extratypes.h Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
tr_fbo.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_fbo.h OpenGL2: Some FBO cleanup, and add non-depth blur to blur shader. 2016-04-05 02:37:05 -07:00
tr_flares.c OpenGL2: Don't interleave texCoords and lightCoords in tess. 2016-11-25 01:17:46 -08:00
tr_glsl.c OpenGL2: Remove GLSL_ValidateProgram(). 2017-07-13 12:10:09 -07:00
tr_image.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_image_dds.c OpenGL2: Add r_exportCubemaps for saving cubemaps on map load. 2015-12-22 05:04:07 -08:00
tr_init.c OpenGL2: Fix brightness when r_autoExposure is disabled 2017-10-02 20:46:36 -05:00
tr_light.c OpenGL2: Restore adding fixed ambient light when HDR is enabled 2017-12-15 17:46:51 -06:00
tr_local.h Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_main.c Only draw cm_patch/bot debug polygons in world scenes 2017-10-08 07:18:40 -05:00
tr_marks.c OpenGL2: Store normals/tangents as int16_t[4]. 2016-09-06 00:57:15 -07:00
tr_mesh.c OpenGL2: Fix MD3 surface with zero shaders dividing by zero 2017-10-04 21:00:04 -05:00
tr_model.c Add vao cache for static surfaces. 2017-04-28 02:13:25 -07:00
tr_model_iqm.c Allow more than 32 surfaces in skin files 2017-07-04 14:06:09 -05:00
tr_postprocess.c OpenGL2: Fix brightness when r_autoExposure is disabled 2017-10-02 20:46:36 -05:00
tr_postprocess.h OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_scene.c Fix floating point precision loss in renderer [part 2] 2017-08-03 00:14:22 -05:00
tr_shade.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_shade_calc.c Correct spelling mistakes. 2017-11-22 01:40:20 -06:00
tr_shader.c OpenGL2: Fix dark lightmap on shader in mpteam6 2018-02-04 14:34:17 -06:00
tr_shadows.c OpenGL2: Fix black planar projection shadows (cg_shadows 3) 2017-06-30 14:06:13 -05:00
tr_sky.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_subs.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_surface.c OpenGL2: Use an OpenGL 3.2 core context if available. 2017-07-13 12:03:10 -07:00
tr_vbo.c OpenGL2: Use ri.Error instead of Com_Error in tr_vbo.c 2017-11-05 20:58:57 -06:00
tr_world.c OpenGL2: Remove SF_VAO_MESH. 2017-06-16 16:52:53 -07:00