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OpenGL2: Fix holodeck doors being black and not fading out
On Windows the opaque textures on the holodeck doors model were drawn solid black and did not fade out. Set up ref entity lightDir and modelLightDir as unit vectors. I am guessing the vector lengths are being used as a divisor in a GLSL shader or something. Also clear directedLight so the same fields are set for RF_FULLBRIGHT as all other ref entities.
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2 changed files with 12 additions and 2 deletions
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@ -309,7 +309,10 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
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((byte *)&ent->ambientLightInt)[2] = 0x7F;
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((byte *)&ent->ambientLightInt)[2] = 0x7F;
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((byte *)&ent->ambientLightInt)[3] = 0xFF;
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((byte *)&ent->ambientLightInt)[3] = 0xFF;
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ent->lightDir[0] = ent->lightDir[1] = ent->lightDir[2] = 0;
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ent->directedLight[0] = ent->directedLight[1] = ent->directedLight[2] = 0;
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ent->lightDir[0] = ent->lightDir[1] = 0;
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ent->lightDir[2] = 1;
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return;
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return;
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}
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}
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#endif
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#endif
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@ -340,7 +340,14 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
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((byte *)&ent->ambientLightInt)[2] = 0x7F;
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((byte *)&ent->ambientLightInt)[2] = 0x7F;
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((byte *)&ent->ambientLightInt)[3] = 0xFF;
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((byte *)&ent->ambientLightInt)[3] = 0xFF;
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ent->lightDir[0] = ent->lightDir[1] = ent->lightDir[2] = 0;
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ent->directedLight[0] = ent->directedLight[1] = ent->directedLight[2] = 0;
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ent->lightDir[0] = ent->lightDir[1] = 0;
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ent->lightDir[2] = 1;
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ent->modelLightDir[0] = DotProduct( ent->lightDir, ent->e.axis[0] );
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ent->modelLightDir[1] = DotProduct( ent->lightDir, ent->e.axis[1] );
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ent->modelLightDir[2] = DotProduct( ent->lightDir, ent->e.axis[2] );
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return;
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return;
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}
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}
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#endif
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#endif
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