float *c;
float diff[3];
float colorpants[3], colorshirt[3];
- float f, r, g, b, a, base, colorscale;
+ float f, r, g, b, a, colorscale;
const msurface_t *surface;
qboolean dolightmap;
qboolean doambient;
g = ent->colormod[1] * colorscale;
b = ent->colormod[2] * colorscale;
a = texture->currentalpha;
- base = r_ambient.value * (1.0f / 64.0f);
// q3bsp has no lightmap updates, so the lightstylevalue that
// would normally be baked into the lightmaptexture must be
// applied to the color
colorscale *= 0.5f;
}
R_Mesh_State(&m);
- base = r_ambient.value * (1.0f / 64.0f);
- r = ent->colormod[0] * colorscale * base;
- g = ent->colormod[1] * colorscale * base;
- b = ent->colormod[2] * colorscale * base;
+ colorscale *= r_ambient.value * (1.0f / 64.0f);
+ r = ent->colormod[0] * colorscale;
+ g = ent->colormod[1] * colorscale;
+ b = ent->colormod[2] * colorscale;
a = texture->currentalpha;
applycolor = r != 1 || g != 1 || b != 1 || a != 1;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)