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authorZack Middleton <zturtleman@gmail.com>2014-03-07 17:58:30 -0600
committerTim Angus <tim@ngus.net>2014-06-17 17:43:40 +0100
commit2007c40319df9426a142b5026e053cc57930fdde (patch)
tree1e821169c816fd5ac696eab548338de7346b7093 /src
parent2b651750fa10b01feb17d59677a60400be35f013 (diff)
Don't wash out HDR vertex lite surfaces in OpenGL2
Vertex lite surfaces being brighter than light maps looks bad, they're meant to look the same. Especially in ET, which mixes them fequently. It's noticeable in Q3 too though. BSP lightmaps (i.e. not external HDR lightmaps) use R_ColorShiftLightingBytes, now *Floats (used by vertex colors) has the same behavior. This may be a problem for HDR lightmaps, as the RGB will always be scaled to 0.0 to 1.0 range. I had enabled this for non-HDR before, but now HDR needs it too.
Diffstat (limited to 'src')
-rw-r--r--src/renderergl2/tr_bsp.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/renderergl2/tr_bsp.c b/src/renderergl2/tr_bsp.c
index d4a44633..3a38c9e5 100644
--- a/src/renderergl2/tr_bsp.c
+++ b/src/renderergl2/tr_bsp.c
@@ -144,7 +144,7 @@ static void R_ColorShiftLightingFloats(float in[4], float out[4], float scale )
b = in[2] * scale;
// normalize by color instead of saturating to white
- if ( !r_hdr->integer && ( r > 1 || g > 1 || b > 1 ) ) {
+ if ( r > 1 || g > 1 || b > 1 ) {
float max;
max = r > g ? r : g;