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.
This commit is contained in:
Yamagi Burmeister 2016-08-06 19:21:34 +02:00
parent f064c76eb2
commit 5f4d4e533f

View file

@ -195,13 +195,6 @@ R_DrawGLPolyChain(glpoly_t *p, float soffset, float toffset)
return;
}
if (gl_overbrightbits->value)
{
R_TexEnv(GL_COMBINE_EXT);
R_SelectTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, gl_overbrightbits->value);
}
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );