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- fixed brightmaps again - hopefully for real this time.
The lighting model being used here is not really good for implementing render effect.
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4 changed files with 10 additions and 6 deletions
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@ -1128,6 +1128,9 @@ int32_t polymost_voxdraw(voxmodel_t *m, tspriteptr_t const tspr)
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m->texid[globalpal] = gloadtex(m->mytex, m->mytexx, m->mytexy, m->is8bit, globalpal);
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GLInterface.BindTexture(0, m->texid[globalpal], -1);
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GLInterface.UseBrightmaps(false);
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GLInterface.UseGlowMapping(false);
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GLInterface.UseDetailMapping(false);
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#endif
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auto data = GLInterface.AllocVertices(m->qcnt * 4);
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