{
if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_ambient.value * 2.0f / 128.0f);
if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_lightmapintensity * 2.0f);
- if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale * 2.0f);
+ if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_lightmapintensity * specularscale * 2.0f);
}
if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(texture->skin.nmap));
if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(texture->basetexture));
0 bug darkplaces csqc: engine-based rocket entities have a trail but they don't glow if csqc is used
0 bug darkplaces loader: make rtlight entity loader support q3map/q3map2 lights properly, they use a spawnflag for LINEAR mode, by default they use 1/(x*x) falloff (Carni, motorsep)
0 bug darkplaces loader: occasional crash due to memory corruption when doing "deathmatch 1;map start" during demo loop (Willis)
-0 bug darkplaces renderer: glsl lighting path is not using GL_SRC_ALPHA, GL_ONE
-0 bug darkplaces renderer: in full rtlighting mode, deluxemapping gloss still shows up (the diffuse and ambient does not)
+d bug darkplaces renderer: glsl lighting path is not using GL_SRC_ALPHA, GL_ONE
+d bug darkplaces renderer: in full rtlighting mode, deluxemapping gloss still shows up (the diffuse and ambient does not)
0 bug darkplaces renderer: modify r_showtris_polygonoffset to push back all filled geometry, not lines, because polygonoffset will not affect GL_LINES at all
0 bug darkplaces renderer: monsters teleporting in really slow down rendering, perhaps the teleport light is casting huge shadows? new information suggests it is the particles. (romi, lcatlnx)
0 bug darkplaces renderer: r_glsl 1 mode has black grapple beam in nexuiz (SavageX)