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https://github.com/YGGverse/xash3d-fwgs.git
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ref: soft: don't depend on light gamma in recursive light point
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0e91deec19
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@ -323,18 +323,10 @@ static qboolean R_RecursiveLightPoint( model_t *model, mnode_t *node, float p1f,
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{
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{
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uint scale = tr.lightstylevalue[surf->styles[map]];
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uint scale = tr.lightstylevalue[surf->styles[map]];
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if( tr.ignore_lightgamma )
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cv->r += lm->r * scale;
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{
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cv->g += lm->g * scale;
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cv->r += lm->r * scale * 2.5; // scale;
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cv->b += lm->b * scale;
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cv->g += lm->g * scale * 2.5; // scale;
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cv->b += lm->b * scale * 2.5; // scale;
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}
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else
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{
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cv->r += gEngfuncs.LightToTexGamma( lm->r ) * scale;
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cv->g += gEngfuncs.LightToTexGamma( lm->g ) * scale;
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cv->b += gEngfuncs.LightToTexGamma( lm->b ) * scale;
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}
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lm += size; // skip to next lightmap
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lm += size; // skip to next lightmap
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if( dm != NULL )
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if( dm != NULL )
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@ -421,9 +413,9 @@ colorVec R_LightVecInternal( const vec3_t start, const vec3_t end, vec3_t lspot,
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{
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{
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if( lspot ) VectorCopy( g_trace_lightspot, lspot );
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if( lspot ) VectorCopy( g_trace_lightspot, lspot );
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if( lvec ) VectorNormalize2( g_trace_lightvec, lvec );
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if( lvec ) VectorNormalize2( g_trace_lightvec, lvec );
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light.r = Q_min(( cv.r >> 7 ), 255 );
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light.r = Q_min(( cv.r >> 8 ), 255 );
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light.g = Q_min(( cv.g >> 7 ), 255 );
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light.g = Q_min(( cv.g >> 8 ), 255 );
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light.b = Q_min(( cv.b >> 7 ), 255 );
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light.b = Q_min(( cv.b >> 8 ), 255 );
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last_fraction = g_trace_fraction;
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last_fraction = g_trace_fraction;
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if(( light.r + light.g + light.b ) != 0 )
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if(( light.r + light.g + light.b ) != 0 )
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@ -270,7 +270,6 @@ typedef struct
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int realframecount; // not including viewpasses
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int realframecount; // not including viewpasses
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int framecount;
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int framecount;
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qboolean ignore_lightgamma;
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qboolean fCustomRendering;
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qboolean fCustomRendering;
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qboolean fResetVis;
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qboolean fResetVis;
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qboolean fFlipViewModel;
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qboolean fFlipViewModel;
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@ -3412,9 +3412,7 @@ void R_GatherPlayerLight( void )
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cl_entity_t *view = tr.viewent;
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cl_entity_t *view = tr.viewent;
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colorVec c;
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colorVec c;
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tr.ignore_lightgamma = true;
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c = R_LightPoint( view->origin );
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c = R_LightPoint( view->origin );
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tr.ignore_lightgamma = false;
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gEngfuncs.SetLocalLightLevel( ( c.r + c.g + c.b ) / 3 );
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gEngfuncs.SetLocalLightLevel( ( c.r + c.g + c.b ) / 3 );
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}
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}
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