c[3] = 1;
}
- // brighten it up (as texture value 127 means "unlit")
- c[0] *= 2;
- c[1] *= 2;
- c[2] *= 2;
-
if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
{
- c[0] = rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7;
- c[1] = rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7;
- c[2] = rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7;
+ c[0] = rsurface.colormap_pantscolor[0] * 0.2 + rsurface.colormap_shirtcolor[0] * 0.3;
+ c[1] = rsurface.colormap_pantscolor[1] * 0.2 + rsurface.colormap_shirtcolor[1] * 0.3;
+ c[2] = rsurface.colormap_pantscolor[2] * 0.2 + rsurface.colormap_shirtcolor[2] * 0.3;
}
+ // brighten it up (as texture value 127 means "unlit")
+ c[0] *= 2 * r_refdef.view.colorscale;
+ c[1] *= 2 * r_refdef.view.colorscale;
+ c[2] *= 2 * r_refdef.view.colorscale;
+
if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
c[3] *= r_wateralpha.value;
rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
- if(!rsurface.lightmapcolor4f)
- RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
-
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
qboolean applycolor = true;
else
RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
+ if(!rsurface.lightmapcolor4f)
+ RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
+
RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
if(r_refdef.fogenabled)