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author | Zack Middleton <zturtleman@gmail.com> | 2014-01-15 23:53:00 -0600 |
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committer | Tim Angus <tim@ngus.net> | 2014-06-17 17:43:38 +0100 |
commit | df5c010871b2b98a04bb31d0bcd880c4f6b1e302 (patch) | |
tree | 88708ccedc45af5e6cda08c63394a596aba250f9 /src/renderergl2/tr_light.c | |
parent | 6a1b3a45aad98408c9e93fd98654db754f33ce1c (diff) |
Fix OpenGL2 non-HDR map surface over brighting
Vertex lit map surfaces were saturating to white when
r_mapOverBrightBits was increased and r_hdr was disabled.
Now the color is normalized like lightmaps and lightgrid
when r_hdr is disabled. Which is the same as OpenGL1.
Noticeable on misc_model trisoup.
Diffstat (limited to 'src/renderergl2/tr_light.c')
0 files changed, 0 insertions, 0 deletions