const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
{
- c2[0] = c[0] + r_refdef.scene.ambient / 64.0;
- c2[1] = c[1] + r_refdef.scene.ambient / 64.0;
- c2[2] = c[2] + r_refdef.scene.ambient / 64.0;
+ c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
+ c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
+ c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
c2[3] = c[3];
}
}