}
Vector4Set(t->lightmapcolor, rsurface.colormod[0], rsurface.colormod[1], rsurface.colormod[2], t->currentalpha);
+ // don't colormod customblend textures
+ if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
+ VectorSet(t->lightmapcolor, 1, 1, 1);
VectorClear(t->dlightcolor);
t->currentnumlayers = 0;
if (t->currentmaterialflags & MATERIALFLAG_WALL)
}
else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
{
- // don't colormod customblend textures
- VectorSet(t->lightmapcolor, 1, 1, 1);
blendfunc1 = t->customblendfunc[0];
blendfunc2 = t->customblendfunc[1];
}