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Apply gl_overbrightbits to dynamic lightmaps.
Without this the dynamic lightning is too dark in contrast du the rest of the world when gl_overbrightbits is 2 or even 4.
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1 changed files with 16 additions and 0 deletions
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@ -362,6 +362,14 @@ R_BlendLightmaps(void)
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{
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if (drawsurf->polys)
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{
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// Apply overbright bits to the dynamic lightmaps
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if (gl_overbrightbits->value)
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{
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R_TexEnv(GL_COMBINE_EXT);
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R_SelectTexture(GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
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}
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R_DrawGLPolyChain(drawsurf->polys,
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(drawsurf->light_s - drawsurf->dlight_s) * (1.0 / 128.0),
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(drawsurf->light_t - drawsurf->dlight_t) * (1.0 / 128.0));
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@ -399,6 +407,14 @@ R_BlendLightmaps(void)
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{
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if (surf->polys)
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{
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// Apply overbright bits to the remainder lightmaps
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if (gl_overbrightbits->value)
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{
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R_TexEnv(GL_COMBINE_EXT);
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R_SelectTexture(GL_TEXTURE1);
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glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
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}
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R_DrawGLPolyChain(surf->polys,
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(surf->light_s - surf->dlight_s) * (1.0 / 128.0),
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(surf->light_t - surf->dlight_t) * (1.0 / 128.0));
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