ioq3quest/code/renderergl2
Zack Middleton e7f43545ed 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.
2014-03-08 12:30:47 -06:00
..
glsl OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
tr_animation.c OpenGL2: Fix pshadows for MDR models 2014-02-22 18:09:48 -06:00
tr_backend.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_bsp.c Don't wash out HDR vertex lite surfaces in OpenGL2 2014-03-08 12:30:47 -06:00
tr_cmds.c OpenGL2: Reimplement soft overbright to avoid a framebuffer blit. 2013-11-05 00:08:59 -08:00
tr_curve.c OpenGL2: Calculate bitangent in shader, and store normal/tangent as normalized byte arrays. 2013-11-12 19:21:51 -08:00
tr_extensions.c OpenGL2: Fix rendering when r_hdr = 0 and r_floatLightmap = 1 2014-02-14 22:41:25 -08:00
tr_extramath.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
tr_extramath.h OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_extratypes.h Clarify comment for OpenGL2's RDF_NOFOG 2013-05-24 13:16:56 -05:00
tr_fbo.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_fbo.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_flares.c #6059: OpenGL2: Read depths from resolve fbo when msaa is on in RB_TestFlare(). 2013-11-20 00:45:08 -08:00
tr_glsl.c OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
tr_image.c OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
tr_init.c OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
tr_light.c OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00
tr_local.h OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
tr_main.c Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_marks.c OpenGL2: Remove srfTriangle_t, and use glIndex_t instead. 2013-11-08 01:46:17 -08:00
tr_mesh.c #5979: Cubemap support for opengl2. 2013-09-16 00:54:26 -07:00
tr_model.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_model_iqm.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_postprocess.c OpenGL2: Match glsl data type names: matrix_t -> mat4_t, vec*i_t -> ivec*_t 2013-11-19 03:23:50 -08:00
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 Don't create images/framebuffers that won't be used, and add checks before use. 2014-01-12 20:52:36 -08:00
tr_shade.c OpenGL2: Add normalScale and parallaxDepth stage keywords and helper cvars. 2014-03-03 21:02:39 -08:00
tr_shade_calc.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_shader.c OpenGL2: Set default normal/specular in RE_RegisterShaderFromImage 2014-03-04 20:31:31 -05:00
tr_shadows.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_sky.c OpenGL2: Remove and force r_softOverbright. 2014-02-20 17:01:50 -08:00
tr_subs.c renderer -> renderergl1, rend2 -> renderergl2 2013-02-15 23:46:37 +00:00
tr_surface.c Check for buffer overflow for rail/lightning surfaces 2014-01-25 21:15:36 -06:00
tr_vbo.c OpenGL2: Support GL_ARB_vertex_type_2_10_10_10_rev for normals/tangents/lightdirs 2013-12-09 17:33:54 -08:00
tr_world.c OpenGL2: Merge bsp surface structs into a single struct, and more cleanup. 2013-10-15 01:19:16 -07:00