[ioquake3] 03/10: OpenGL2: Restore adding fixed ambient light when HDR is enabled

Simon McVittie smcv at debian.org
Sun Dec 17 18:29:07 UTC 2017


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smcv pushed a commit to annotated tag debian/1.36+u20171216_dfsg-1
in repository ioquake3.

commit 7c2dd01873f4f1762368639869899229f071427a
Author: Zack Middleton <zack at cloemail.com>
Date:   Fri Dec 15 17:30:42 2017 -0600

    OpenGL2: Restore adding fixed ambient light when HDR is enabled
    
    Use opengl1 renderer behavior of adding fixed amount of ambient light
    to all models regardless of HDR setting. It fixes the view weapon
    having zero ambient light on pillcity map.
---
 code/renderergl2/tr_light.c | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/code/renderergl2/tr_light.c b/code/renderergl2/tr_light.c
index 484159f..3ac2154 100644
--- a/code/renderergl2/tr_light.c
+++ b/code/renderergl2/tr_light.c
@@ -356,7 +356,7 @@ void R_SetupEntityLighting( const trRefdef_t *refdef, trRefEntity_t *ent ) {
 	}
 
 	// bonus items and view weapons have a fixed minimum add
-	if ( !r_hdr->integer /* ent->e.renderfx & RF_MINLIGHT */ ) {
+	if ( 1 /* ent->e.renderfx & RF_MINLIGHT */ ) {
 		// give everything a minimum light add
 		ent->ambientLight[0] += tr.identityLight * 32;
 		ent->ambientLight[1] += tr.identityLight * 32;

-- 
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