Zack Middleton
74ec00ddaf
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.
2018-06-01 20:13:56 -05:00
Zack Middleton
e45538b1c5
Merge branch 'master' into game/eliteforce
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Conflicts:
README.md
code/server/sv_client.c
2018-03-03 19:27:28 -06:00
Edward Betts
fe42b8653d
Correct spelling mistakes.
2017-11-22 01:40:20 -06:00
Zack Middleton
9839534543
Merge branch 'misc/lilium_common' into game/eliteforce
2015-07-24 23:56:15 -05:00
Zack Middleton
9f57fea0ee
Backport ignoring values outside lightgrid to OpenGL1
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Fixes possibly of reading memory past end of lightGridData or reading
wrong light grid data (wrapping around to next row).
2015-07-12 18:17:57 -05:00
Zack Middleton
c51801e4c9
Merge branch 'master' into game/eliteforce
2015-07-09 22:43:24 -05:00
Zack Middleton
1bb2bc370d
Fix OpenGL2 ignoring last light grid point on each axis
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Also change light grid bounds clamping to make it more clear what invalid
values are.
2015-07-09 22:42:01 -05:00
Zack Middleton
7e663b7c86
Misc Elite Force code clean up
2014-10-29 10:52:23 -05:00
Zack Middleton
c6e5f060fe
Port Elite Force iorev2231 patch to latest ioq3
...
Port Thilo Schulz's Elite Force Holomatch patch to latest ioq3.
Patch for ioq3 svn r2231.
No support for OpenGL2 renderer yet.
2014-10-29 07:15:12 -05:00
Tim Angus
f6fb9eb602
renderer -> renderergl1, rend2 -> renderergl2
2013-02-15 23:46:37 +00:00