else
//% VectorClear( normal );
VectorSet( normal, 0, 0, -1 );
+
+ if(colorsRGB)
+ {
+ color[0] = Image_LinearFloatFromsRGBFloat(color[0]);
+ color[1] = Image_LinearFloatFromsRGBFloat(color[1]);
+ color[2] = Image_LinearFloatFromsRGBFloat(color[2]);
+ }
/* create the flare surface (note shader defaults automatically) */
DrawSurfaceForFlare( mapEntityNum, origin, normal, color, flareShader, lightStyle );