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Merge pull request #103 from mackron/brightness_fix
Apply gl_overbrightbits to regular meshes.
This commit is contained in:
commit
3c71ac6a08
2 changed files with 17 additions and 5 deletions
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@ -668,6 +668,21 @@ R_DrawAliasModel(entity_t *e)
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}
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}
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/* Apply gl_overbrightbits to the mesh. If we don't do this they will appear slightly dimmer relative to
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walls. Also note that gl_overbrightbits is only applied to walls when gl_ext_mtexcombine is set to 1,
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so we'll also want to check that; otherwise we'll end up in the reverse situation and the meshes will
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appear too bright. */
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if (gl_config.mtexcombine && gl_overbrightbits->value)
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{
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for (i = 0; i < 3; ++i)
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{
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shadelight[i] *= gl_overbrightbits->value;
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}
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}
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/* ir goggles color override */
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if (r_newrefdef.rdflags & RDF_IRGOGGLES && currententity->flags &
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RF_IR_VISIBLE)
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@ -941,9 +941,8 @@ R_DrawBrushModel(entity_t *e)
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e->angles[2] = -e->angles[2];
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R_EnableMultitexture(true);
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R_SelectTexture(GL_TEXTURE0_ARB);
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R_TexEnv(GL_REPLACE);
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R_SelectTexture(GL_TEXTURE1_ARB);
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if (!gl_config.mtexcombine)
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{
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@ -1175,8 +1174,6 @@ R_DrawWorld(void)
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R_EnableMultitexture(true);
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R_SelectTexture(GL_TEXTURE0_ARB);
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R_TexEnv(GL_REPLACE);
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R_SelectTexture(GL_TEXTURE1_ARB);
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if (!gl_config.mtexcombine)
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{
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@ -1212,7 +1209,7 @@ R_DrawWorld(void)
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else
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{
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
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glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
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glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
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