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Apply gl_overbrightbits only at lightmaps, not normal textures.
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1 changed files with 0 additions and 14 deletions
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@ -72,13 +72,6 @@ R_DrawGLPoly(glpoly_t *p)
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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_TEXTURE_COORD_ARRAY );
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@ -119,13 +112,6 @@ R_DrawGLFlowingPoly(msurface_t *fa)
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}
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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_TEXTURE_COORD_ARRAY );
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