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.
This commit is contained in:
Yamagi Burmeister 2016-08-08 21:06:59 +02:00
parent 347cdb7f81
commit 02725785dd

View file

@ -362,6 +362,14 @@ R_BlendLightmaps(void)
{
if (drawsurf->polys)
{
// Apply overbright bits to the dynamic lightmaps
if (gl_overbrightbits->value)
{
R_TexEnv(GL_COMBINE_EXT);
R_SelectTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
}
R_DrawGLPolyChain(drawsurf->polys,
(drawsurf->light_s - drawsurf->dlight_s) * (1.0 / 128.0),
(drawsurf->light_t - drawsurf->dlight_t) * (1.0 / 128.0));
@ -399,6 +407,14 @@ R_BlendLightmaps(void)
{
if (surf->polys)
{
// Apply overbright bits to the remainder lightmaps
if (gl_overbrightbits->value)
{
R_TexEnv(GL_COMBINE_EXT);
R_SelectTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
}
R_DrawGLPolyChain(surf->polys,
(surf->light_s - surf->dlight_s) * (1.0 / 128.0),
(surf->light_t - surf->dlight_t) * (1.0 / 128.0));