diff --git a/ref/gl/gl_backend.c b/ref/gl/gl_backend.c index 1ca0b440..fc7434c0 100644 --- a/ref/gl/gl_backend.c +++ b/ref/gl/gl_backend.c @@ -560,8 +560,6 @@ qboolean VID_CubemapShot( const char *base, uint size, const float *vieworg, qbo // use client vieworg if( !vieworg ) vieworg = RI.vieworg; - R_CheckGamma(); - for( i = 0; i < 6; i++ ) { // go into 3d mode diff --git a/ref/gl/gl_rmain.c b/ref/gl/gl_rmain.c index 6224d4e5..fc64695d 100644 --- a/ref/gl/gl_rmain.c +++ b/ref/gl/gl_rmain.c @@ -985,31 +985,6 @@ void R_RenderScene( void ) R_EndGL(); } -/* -=============== -R_CheckGamma -=============== -*/ -void R_CheckGamma( void ) -{ - if( gEngfuncs.R_DoResetGamma( )) - { - // paranoia cubemaps uses this - gEngfuncs.BuildGammaTable( 1.8f, 0.0f ); - - // paranoia cubemap rendering - if( gEngfuncs.drawFuncs->GL_BuildLightmaps ) - gEngfuncs.drawFuncs->GL_BuildLightmaps( ); - } - else if( FBitSet( vid_gamma->flags, FCVAR_CHANGED ) || FBitSet( vid_brightness->flags, FCVAR_CHANGED )) - { - gEngfuncs.BuildGammaTable( vid_gamma->value, vid_brightness->value ); - glConfig.softwareGammaUpdate = true; - GL_RebuildLightmaps(); - glConfig.softwareGammaUpdate = false; - } -} - /* =============== R_BeginFrame @@ -1025,8 +1000,6 @@ void R_BeginFrame( qboolean clearScene ) pglClear( GL_COLOR_BUFFER_BIT ); } - R_CheckGamma(); - R_Set2DMode( true ); // draw buffer stuff diff --git a/ref/gl/gl_rsurf.c b/ref/gl/gl_rsurf.c index e237c659..04fb0245 100644 --- a/ref/gl/gl_rsurf.c +++ b/ref/gl/gl_rsurf.c @@ -3756,9 +3756,6 @@ void GL_RebuildLightmaps( void ) if( !ENGINE_GET_PARM( PARM_CLIENT_ACTIVE ) ) return; // wait for worldmodel - ClearBits( vid_brightness->flags, FCVAR_CHANGED ); - ClearBits( vid_gamma->flags, FCVAR_CHANGED ); - // release old lightmaps for( i = 0; i < MAX_LIGHTMAPS; i++ ) { @@ -3874,10 +3871,6 @@ void GL_BuildLightmaps( void ) // build lightmaps on the client-side gEngfuncs.drawFuncs->GL_BuildLightmaps( ); } - - // now gamma and brightness are valid - ClearBits( vid_brightness->flags, FCVAR_CHANGED ); - ClearBits( vid_gamma->flags, FCVAR_CHANGED ); } void GL_InitRandomTable( void )