Apply gl_overbrightbits only to full lightmap chains.
I think / guess / *fingers crossed* that this fixes the different brightness levels between normal and multitexturing mode reported in #147.
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@ -195,13 +195,6 @@ R_DrawGLPolyChain(glpoly_t *p, float soffset, float toffset)
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return;
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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_TEXTURE_COORD_ARRAY );
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