pixels += (y * width * 4) + (x * 4);
VectorCopy( pixels, color );
color[ 3 ] = pixels[ 3 ];
+
+ if(texturesRGB)
+ {
+ color[0] = Image_LinearFloatFromsRGBFloat(color[0] * (1.0 / 255.0)) * 255.0;
+ color[1] = Image_LinearFloatFromsRGBFloat(color[1] * (1.0 / 255.0)) * 255.0;
+ color[2] = Image_LinearFloatFromsRGBFloat(color[2] * (1.0 / 255.0)) * 255.0;
+ }
+
return qtrue;
}
{
int i, j, k, v;
bspDrawSurface_t *ds;
- surfaceInfo_t *info;
float *radVertexLuxel;
radWinding_t rw;
/* get surface */
ds = &bspDrawSurfaces[ num ];
- info = &surfaceInfos[ num ];
/* each triangle is a potential emitter */
rw.numVerts = 3;