Implement gl_overbrightbits in non multitexturing mode
This is still slighty broken, looks the overbright bits are applied in both R_DrawGLPoly() and R_DrawGLPolyChain(). Fix to come.
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a2400bc145
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@ -72,6 +72,13 @@ R_DrawGLPoly(glpoly_t *p)
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v = p->verts[0];
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v = p->verts[0];
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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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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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@ -112,6 +119,13 @@ R_DrawGLFlowingPoly(msurface_t *fa)
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}
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}
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v = p->verts [ 0 ];
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v = p->verts [ 0 ];
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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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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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@ -195,6 +209,13 @@ R_DrawGLPolyChain(glpoly_t *p, float soffset, float toffset)
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return;
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return;
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}
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}
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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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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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@ -226,6 +247,13 @@ R_DrawGLPolyChain(glpoly_t *p, float soffset, float toffset)
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v = p->verts [ 0 ];
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v = p->verts [ 0 ];
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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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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_VERTEX_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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glEnableClientState( GL_TEXTURE_COORD_ARRAY );
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