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@ -718,7 +718,7 @@ static void R_BuildLightMap( msurface_t *surf, byte *dest, int stride, qboolean
@@ -718,7 +718,7 @@ static void R_BuildLightMap( msurface_t *surf, byte *dest, int stride, qboolean
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tmax = ( info->lightextents[1] / sample_size ) + 1; |
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size = smax * tmax; |
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if( gl_overbright.value ) |
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lightscale = r_vbo.value ? 171 : 256; |
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lightscale = (r_vbo.value && !r_vbo_overbrightmode.value) ? 171 : 256; |
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else lightscale = ( pow( 2.0f, 1.0f / v_lightgamma->value ) * 256 ) + 0.5; |
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lm = surf->samples; |
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@ -2189,15 +2189,30 @@ static void R_SetLightmap( void )
@@ -2189,15 +2189,30 @@ static void R_SetLightmap( void )
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if( gl_overbright.value ) |
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{ |
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// GLfloat color[4] = { 128.0f / 192.0f, 128.0f / 192.0f, 128.0f / 192.0f, 1.0f };
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if( r_vbo_overbrightmode.value == 1 ) |
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{ |
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GLfloat color[4] = { 128.0f / 192.0f, 128.0f / 192.0f, 128.0f / 192.0f, 1.0f }; |
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int tmu = glState.activeTMU; |
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GL_SelectTexture( tmu - 1 ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_CONSTANT_ARB ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND0_RGB_ARB, GL_SRC_COLOR ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE ); |
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// doesn't work here for some reason
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pglTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color ); |
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GL_SelectTexture( tmu ); |
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} |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2 ); |
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// doesn't work here for some reason
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// pglTexEnvfv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color );
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} |
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else |
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{ |
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