{
int texturesurfaceindex;
int i;
- float f;
float *v, *c2;
for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
{
const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
{
- f = FogPoint_Model(v);
- c2[0] = 1;
- c2[1] = 1;
- c2[2] = 1;
+ c2[0] = 0.5;
+ c2[1] = 0.5;
+ c2[2] = 0.5;
c2[3] = 1;
}
}
GL_DepthMask(writedepth);
}
- rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
- rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
- rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+ rsurface.lightmapcolor4f = NULL;
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
+ {
+ RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+
+ rsurface.lightmapcolor4f = NULL;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
qboolean applycolor = true;
float one = 1.0;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
+
r_refdef.lightmapintensity = 1;
RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
}
else
+ {
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
+ rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
+ rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+ }
+
if(!rsurface.lightmapcolor4f)
RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);