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@ -822,9 +822,9 @@ void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
@@ -822,9 +822,9 @@ void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
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{ |
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VectorSet( lightDir, mv->skyvec_x, mv->skyvec_y, mv->skyvec_z ); |
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light.r = gEngfuncs.LightToTexGamma( bound( 0, mv->skycolor_r, 255 )); |
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light.g = gEngfuncs.LightToTexGamma( bound( 0, mv->skycolor_g, 255 )); |
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light.b = gEngfuncs.LightToTexGamma( bound( 0, mv->skycolor_b, 255 )); |
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light.r = mv->skycolor_r; |
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light.g = mv->skycolor_g; |
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light.b = mv->skycolor_b; |
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} |
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} |
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@ -907,9 +907,9 @@ void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
@@ -907,9 +907,9 @@ void R_AliasDynamicLight( cl_entity_t *ent, alight_t *plight )
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VectorAdd( lightDir, dist, lightDir ); |
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finalLight[0] += gEngfuncs.LightToTexGamma( dl->color.r ) * ( add / 256.0f ) * 2.0f; |
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finalLight[1] += gEngfuncs.LightToTexGamma( dl->color.g ) * ( add / 256.0f ) * 2.0f; |
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finalLight[2] += gEngfuncs.LightToTexGamma( dl->color.b ) * ( add / 256.0f ) * 2.0f; |
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finalLight[0] += dl->color.r * ( add / 256.0f ); |
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finalLight[1] += dl->color.g * ( add / 256.0f ); |
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finalLight[2] += dl->color.b * ( add / 256.0f ); |
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} |
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} |
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@ -991,9 +991,9 @@ void R_AliasLighting( float *lv, const vec3_t normal )
@@ -991,9 +991,9 @@ void R_AliasLighting( float *lv, const vec3_t normal )
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illum -= g_alias.shadelight * lightcos; |
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} |
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illum = Q_max( illum, 0.0f ); |
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illum = Q_min( illum, 255.0f ); |
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*lv = illum * (1.0f / 255.0f); |
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illum = bound( 0.0f, illum, 255.0f ); |
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*lv = gEngfuncs.LightToTexGammaEx( illum * 4 ) / 1023.0f; |
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} |
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/*
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