// set to full bright if no light data
bl = intblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ if (!ent->model->brushq1.lightdata)
{
for (i = 0;i < size3;i++)
bl[i] = 255*256;
// set to full bright if no light data
bl = floatblocklights;
- if ((ent->effects & EF_FULLBRIGHT) || !ent->model->brushq1.lightdata)
+ if (!ent->model->brushq1.lightdata)
j = 255*256;
else
j = r_ambient.value * 512.0f; // would be 128.0f logically, but using 512.0f to match winquake style
}
}
}
+ else if (ent->effects & EF_FULLBRIGHT)
+ {
+ RSurfShader_OpaqueWall_Pass_BaseTexture(ent, texture, surfchain);
+ if (r_detailtextures.integer)
+ RSurfShader_OpaqueWall_Pass_BaseDetail(ent, texture, surfchain);
+ if (texture->skin.glow)
+ RSurfShader_OpaqueWall_Pass_Glow(ent, texture, surfchain);
+ if (fogenabled)
+ RSurfShader_OpaqueWall_Pass_Fog(ent, texture, surfchain);
+ }
else if (r_shadow_realtime_world.integer)
{
// opaque base lighting
0 darkplaces: make memory pools have a flag to print them as temporary pools (I.E. consider them leaks if anything is in them) (Vicious)
0 darkplaces: make server able to work without models, just for sake of completeness
0 darkplaces: make server queries use a queue to avoid flooding out queries too fast (Willis)
-0 darkplaces: make sure EF_FULLBRIGHT works on bmodels (FrikaC)
-0 darkplaces: make sure EF_FULLBRIGHT works on models (FrikaC)
-0 darkplaces: make sure EF_FULLBRIGHT works on sprites (FrikaC)
+-n darkplaces: make sure EF_FULLBRIGHT works on bmodels (FrikaC)
+-n darkplaces: make sure EF_FULLBRIGHT works on models (FrikaC)
+-n darkplaces: make sure EF_FULLBRIGHT works on sprites (FrikaC)
0 darkplaces: make sure PR_SetString points NULL strings at pr_strings (which would be an offset of 0) (Fuh)
0 darkplaces: make sure QuakeDoneQuick works (Chris Kemp)
0 darkplaces: make sure r_fullbright works