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https://github.com/YGGverse/xash3d-fwgs.git
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ref_soft: Restore lightmap gamma calculation
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parent
0c62967d8a
commit
c52d4b7998
@ -344,7 +344,7 @@ 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( 1 ) //tr.ignore_lightgamma )
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if( tr.ignore_lightgamma )
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{
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{
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cv->r += lm->r * scale * 2.5; // scale;
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cv->r += lm->r * scale * 2.5; // scale;
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cv->g += lm->g * scale * 2.5; // scale;
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cv->g += lm->g * scale * 2.5; // scale;
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8
r_main.c
8
r_main.c
@ -1734,16 +1734,18 @@ void R_BeginFrame( qboolean clearScene )
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// glConfig.softwareGammaUpdate = true;
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// glConfig.softwareGammaUpdate = true;
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// GL_RebuildLightmaps();
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// GL_RebuildLightmaps();
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// glConfig.softwareGammaUpdate = false;
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// glConfig.softwareGammaUpdate = false;
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D_FlushCaches( false );
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// next frame will be restored gamma
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// next frame will be restored gamma
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// SetBits( vid_brightness->flags, FCVAR_CHANGED );
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SetBits( vid_brightness->flags, FCVAR_CHANGED );
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// SetBits( vid_gamma->flags, FCVAR_CHANGED );
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SetBits( vid_gamma->flags, FCVAR_CHANGED );
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}
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}
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else if( FBitSet( vid_gamma->flags, FCVAR_CHANGED ) || FBitSet( vid_brightness->flags, FCVAR_CHANGED ))
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else if( FBitSet( vid_gamma->flags, FCVAR_CHANGED ) || FBitSet( vid_brightness->flags, FCVAR_CHANGED ))
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{
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{
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// gEngfuncs.BuildGammaTable( vid_gamma->value, vid_brightness->value );
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gEngfuncs.BuildGammaTable( vid_gamma->value, vid_brightness->value );
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//glConfig.softwareGammaUpdate = true;
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//glConfig.softwareGammaUpdate = true;
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// GL_RebuildLightmaps();
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// GL_RebuildLightmaps();
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D_FlushCaches( false );
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//glConfig.softwareGammaUpdate = false;
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//glConfig.softwareGammaUpdate = false;
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}
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}
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8
r_surf.c
8
r_surf.c
@ -149,7 +149,7 @@ void R_AddDynamicLights( msurface_t *surf )
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{
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{
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//printf("dlight %f\n", dist);
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//printf("dlight %f\n", dist);
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//*(void**)0 = 0;
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//*(void**)0 = 0;
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bl[0] += ((int)((rad - dist) * 256) * 7.5);
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bl[0] += ((int)((rad - dist) * 256) * gEngfuncs.LightToTexGamma( (dl->color.r + dl->color.g + dl->color.b ) / 3) * 3) / 256;
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//bl[1] += ((int)((rad - dist) * 256) * 2.5) / 256;
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//bl[1] += ((int)((rad - dist) * 256) * 2.5) / 256;
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//bl[2] += ((int)((rad - dist) * 256) * 2.5) / 256;
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//bl[2] += ((int)((rad - dist) * 256) * 2.5) / 256;
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}
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}
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@ -206,9 +206,9 @@ static void R_BuildLightMap( )
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for( i = 0, bl = blocklights; i < size; i++, bl += 1, lm++ )
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for( i = 0, bl = blocklights; i < size; i++, bl += 1, lm++ )
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{
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{
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bl[0] += lm->r * scale * 2.5;
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bl[0] += gEngfuncs.LightToTexGamma( lm->r ) * scale;
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bl[0] += lm->g * scale * 2.5;
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bl[0] += gEngfuncs.LightToTexGamma( lm->g ) * scale;
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bl[0] += lm->b * scale * 2.5;
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bl[0] += gEngfuncs.LightToTexGamma( lm->b ) * scale;
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//printf("test\n");
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//printf("test\n");
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//bl[1] += gEngfuncs.LightToTexGamma( lm->g ) * scale;
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//bl[1] += gEngfuncs.LightToTexGamma( lm->g ) * scale;
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