rtexture_t *r_texture_blanknormalmap;
rtexture_t *r_texture_white;
+rtexture_t *r_texture_grey128;
rtexture_t *r_texture_black;
rtexture_t *r_texture_notexture;
rtexture_t *r_texture_whitecube;
data[2] = 255;
data[3] = 255;
r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 128;
+ data[1] = 128;
+ data[2] = 128;
+ data[3] = 255;
+ r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
data[0] = 0;
data[1] = 0;
data[2] = 0;
R_FreeTexturePool(&r_main_texturepool);
r_texture_blanknormalmap = NULL;
r_texture_white = NULL;
+ r_texture_grey128 = NULL;
r_texture_black = NULL;
r_texture_whitecube = NULL;
r_texture_normalizationcube = NULL;
GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]);
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
- R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
+ R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128));
if (r_glsl_permutation->loc_Texture_Deluxemap >= 0)
R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
R_Mesh_ColorPointer(NULL, 0, 0);
extern rtexture_t *r_texture_blanknormalmap;
extern rtexture_t *r_texture_white;
+extern rtexture_t *r_texture_grey128;
extern rtexture_t *r_texture_black;
extern rtexture_t *r_texture_notexture;
extern rtexture_t *r_texture_whitecube;