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authorZack Middleton <zturtleman@gmail.com>2015-07-09 22:28:08 -0500
committerTim Angus <tim@ngus.net>2016-04-07 11:02:30 +0100
commit17abbc7123b1f79467d18c64b67235ce41c115c4 (patch)
treea8076ab6f43aef1aa9f7009476f4352d34bd7ef9 /src/renderergl1/tr_light.c
parentadb15c5fd2468d8398916938b17204a40a85e366 (diff)
Fix OpenGL2 ignoring last light grid point on each axis
Also change light grid bounds clamping to make it more clear what invalid values are.
Diffstat (limited to 'src/renderergl1/tr_light.c')
-rw-r--r--src/renderergl1/tr_light.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/renderergl1/tr_light.c b/src/renderergl1/tr_light.c
index 779451f1..bd79df55 100644
--- a/src/renderergl1/tr_light.c
+++ b/src/renderergl1/tr_light.c
@@ -152,7 +152,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
frac[i] = v - pos[i];
if ( pos[i] < 0 ) {
pos[i] = 0;
- } else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) {
+ } else if ( pos[i] > tr.world->lightGridBounds[i] - 1 ) {
pos[i] = tr.world->lightGridBounds[i] - 1;
}
}