| Age | Commit message (Collapse) | Author | 
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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.
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Checked if first byte was 0 twice instead of checking second byte.
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normals/tangents/lightdirs
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If you tried to draw the last loaded image, gl texture 0 (which is appearently white)
was used because renderer thought the image was already bound.
Why OpenGL1 renderer binds texture 0, I have no idea. It's been removed from OpenGL2.
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Thanks Xycaleth for pointing out.
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Fixes drawing StretchPic *before* CIN_DrawCinematic resulting
in cinematic being drawn before the StretchPic.
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RGB16F is not 4-byte aligned and not supported by certain hardware.
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normalized byte arrays.
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flareCoeff was only set if r_flareCoeff cvar was set as modified.
Cvars are set as modified when created or changed.
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merging.
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space lighting.
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Integer blend indices are converted to bytes at load, ioq3 doesn't allow more than 128 joints.
Heavily based on code by @zippers.
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by shader.
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Calling glClear( any bits ) in GL_SetDefaultState makes connect screen black using the proprietary NVidia driver on Windows and GNU/Linux.
This reverts commit 92573270de98a20cd78842bd2043cfe07bc5b2e1.
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fixes and optimizations.
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drops on some hardware
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