]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
Added multiplayer maps to -did2 mode
[xonotic/darkplaces.git] / gl_rmain.c
index 2302d2abd526b223a71f91b22d7236e0a9c19267..0a1dbd8472eea49295e2541878b8b2f79750b903 100644 (file)
@@ -105,6 +105,8 @@ cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
 cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
 
+cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
+
 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0"};
 
 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0"};
@@ -473,7 +475,7 @@ void gl_main_newmap(void)
        if (cl.worldmodel)
        {
                strlcpy(entname, cl.worldmodel->name, sizeof(entname));
-               l = strlen(entname) - 4;
+               l = (int)strlen(entname) - 4;
                if (l >= 0 && !strcmp(entname + l, ".bsp"))
                {
                        strcpy(entname + l, ".ent");
@@ -513,6 +515,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_bloom_blur);
        Cvar_RegisterVariable(&r_bloom_resolution);
        Cvar_RegisterVariable(&r_bloom_power);
+       Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
        Cvar_RegisterVariable(&developer_texturelogging);
        Cvar_RegisterVariable(&gl_lightmaps);
        if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
@@ -1527,7 +1530,7 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        rsurface_svector3f = varray_svector3f;
                        rsurface_tvector3f = varray_tvector3f;
                        rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
                // a single autosprite surface can contain multiple sprites...
                VectorClear(forward);
@@ -1564,7 +1567,7 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
                        rsurface_svector3f = varray_svector3f;
                        rsurface_tvector3f = varray_tvector3f;
                        rsurface_normal3f = varray_normal3f;
-                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f);
+                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                }
                Matrix4x4_Transform(&ent->inversematrix, r_viewforward, forward);
                Matrix4x4_Transform(&ent->inversematrix, r_viewright, right);
@@ -1592,24 +1595,24 @@ void RSurf_SetVertexPointer(const entity_render_t *ent, const texture_t *texture
        R_Mesh_VertexPointer(rsurface_vertex3f);
 }
 
-void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, qboolean lightmodel, qboolean vertexlight, qboolean applycolor, qboolean applyfog)
+void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface, const vec3_t modelorg, float r, float g, float b, float a, int lightmode, qboolean applycolor, qboolean applyfog)
 {
        int i;
        float f;
        float *v, *c, *c2;
        vec3_t diff;
-       if (lightmodel)
+       if (lightmode >= 2)
        {
                vec4_t ambientcolor4f;
                vec3_t diffusecolor;
                vec3_t diffusenormal;
-               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r, g, b, a, false))
+               if (R_LightModel(ambientcolor4f, diffusecolor, diffusenormal, ent, r*0.5f, g*0.5f, b*0.5f, a, false))
                {
                        rsurface_lightmapcolor4f = varray_color4f;
                        if (rsurface_normal3f == NULL)
                        {
                                rsurface_normal3f = varray_normal3f;
-                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f);
+                               Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
                        }
                        R_LightModel_CalcVertexColors(ambientcolor4f, diffusecolor, diffusenormal, surface->groupmesh->num_vertices, rsurface_vertex3f + 3 * surface->num_firstvertex, rsurface_normal3f + 3 * surface->num_firstvertex, rsurface_lightmapcolor4f + 4 * surface->num_firstvertex);
                        r = 1;
@@ -1627,7 +1630,7 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface
                        rsurface_lightmapcolor4f = NULL;
                }
        }
-       else if (vertexlight)
+       else if (lightmode >= 1)
        {
                if (surface->lightmapinfo)
                {
@@ -1728,7 +1731,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        qboolean dofullbrightpants;
        qboolean dofullbrightshirt;
        qboolean applycolor;
-       qboolean lightmodel = false;
+       qboolean lightmode = 0;
        rtexture_t *basetexture;
        rmeshstate_t m;
        if (texture->currentmaterialflags & MATERIALFLAG_NODRAW)
@@ -1736,7 +1739,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
        c_faces += texturenumsurfaces;
        // FIXME: identify models using a better check than ent->model->shadowmesh
        if (!(ent->effects & EF_FULLBRIGHT) && !ent->model->brush.shadowmesh)
-               lightmodel = true;
+               lightmode = 2;
        // gl_lightmaps debugging mode skips normal texturing
        if (gl_lightmaps.integer)
        {
@@ -1753,7 +1756,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordlightmap2f);
                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmodel, !surface->lightmaptexture, false, false);
+                       RSurf_SetColorPointer(ent, surface, modelorg, 1, 1, 1, 1, lightmode ? lightmode : !surface->lightmaptexture, false, false);
                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                        GL_LockArrays(0, 0);
@@ -1900,20 +1903,15 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                colorscale = r_lightmapintensity;
                        else
                                colorscale = 1;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        r = ent->colormod[0] * colorscale;
                        g = ent->colormod[1] * colorscale;
                        b = ent->colormod[2] * colorscale;
                        a = texture->currentalpha;
-                       // q3bsp has no lightmap updates, so the lightstylevalue that
-                       // would normally be baked into the lightmaptexture must be
-                       // applied to the color
-                       if (ent->model->brushq3.data_lightmaps)
-                       {
-                               float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                               r *= scale;
-                               g *= scale;
-                               b *= scale;
-                       }
                        applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                        {
@@ -1925,13 +1923,13 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                        R_Mesh_TexBind(0, R_GetTexture(surface->lightmaptexture));
                                else
                                        R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, !surface->lightmaptexture, applycolor, fogallpasses);
+                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode ? lightmode : !surface->lightmaptexture, applycolor, fogallpasses);
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                GL_LockArrays(0, 0);
                        }
                }
-               else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmodel)
+               else if (dolightmap && !(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT) && !lightmode)
                {
                        // single texture
                        GL_BlendFunc(GL_ONE, GL_ZERO);
@@ -1992,30 +1990,25 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        // transparent is not affected by r_lightmapintensity
                        if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                colorscale *= r_lightmapintensity;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (dolightmap && ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorscale;
                        g = ent->colormod[1] * colorscale;
                        b = ent->colormod[2] * colorscale;
                        a = texture->currentalpha;
+                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        if (dolightmap)
                        {
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq3.data_lightmaps)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2023,13 +2016,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                        else
                        {
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2044,39 +2036,34 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        if (waterscrolling)
                                m.texmatrix[0] = r_waterscrollmatrix;
                        m.pointer_color = varray_color4f;
-                       colorscale = 1;
+                       colorscale = 2;
                        if (gl_combine.integer)
                        {
                                m.texrgbscale[0] = 2;
-                               colorscale *= 0.5f;
+                               colorscale = 1;
                        }
                        // transparent is not affected by r_lightmapintensity
                        if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                colorscale *= r_lightmapintensity;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (dolightmap && !dofullbrightpants && ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorpants[0] * colorscale;
                        g = ent->colormod[1] * colorpants[1] * colorscale;
                        b = ent->colormod[2] * colorpants[2] * colorscale;
                        a = texture->currentalpha;
+                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        if (dolightmap && !dofullbrightpants)
                        {
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq3.data_lightmaps)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2084,13 +2071,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                        else
                        {
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2105,39 +2091,34 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        if (waterscrolling)
                                m.texmatrix[0] = r_waterscrollmatrix;
                        m.pointer_color = varray_color4f;
-                       colorscale = 1;
+                       colorscale = 2;
                        if (gl_combine.integer)
                        {
                                m.texrgbscale[0] = 2;
-                               colorscale *= 0.5f;
+                               colorscale *= 1;
                        }
                        // transparent is not affected by r_lightmapintensity
                        if (!(texture->currentmaterialflags & MATERIALFLAG_TRANSPARENT))
                                colorscale *= r_lightmapintensity;
+                       // q3bsp has no lightmap updates, so the lightstylevalue that
+                       // would normally be baked into the lightmaptexture must be
+                       // applied to the color
+                       if (dolightmap && !dofullbrightshirt && ent->model->type == mod_brushq3)
+                               colorscale *= d_lightstylevalue[0] * (1.0f / 128.0f);
                        R_Mesh_State(&m);
                        r = ent->colormod[0] * colorshirt[0] * colorscale;
                        g = ent->colormod[1] * colorshirt[1] * colorscale;
                        b = ent->colormod[2] * colorshirt[2] * colorscale;
                        a = texture->currentalpha;
+                       applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        if (dolightmap && !dofullbrightshirt)
                        {
-                               // q3bsp has no lightmap updates, so the lightstylevalue that
-                               // would normally be baked into the lightmaptexture must be
-                               // applied to the color
-                               if (ent->model->brushq3.data_lightmaps)
-                               {
-                                       float scale = d_lightstylevalue[0] * (1.0f / 128.0f);
-                                       r *= scale;
-                                       g *= scale;
-                                       b *= scale;
-                               }
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmodel, true, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, lightmode, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2145,13 +2126,12 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        }
                        else
                        {
-                               applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                                for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
                                {
                                        surface = texturesurfacelist[texturesurfaceindex];
                                        RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                        R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                                       RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                        GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                        R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                        GL_LockArrays(0, 0);
@@ -2169,10 +2149,10 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texmatrix[0] = r_waterscrollmatrix;
                        m.pointer_color = varray_color4f;
                        colorscale = 1;
-                       if (gl_combine.integer)
+                       if (gl_combine.integer && (ent->colormod[0] > 1 || ent->colormod[1] > 1 || ent->colormod[2] > 1))
                        {
-                               m.texrgbscale[0] = 2;
-                               colorscale *= 0.5f;
+                               m.texrgbscale[0] = 4;
+                               colorscale = 0.25f;
                        }
                        R_Mesh_State(&m);
                        colorscale *= r_ambient.value * (1.0f / 64.0f);
@@ -2186,7 +2166,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                surface = texturesurfacelist[texturesurfaceindex];
                                RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                GL_LockArrays(0, 0);
@@ -2221,10 +2201,9 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                m.texmatrix[0] = r_waterscrollmatrix;
                        m.pointer_color = varray_color4f;
                        R_Mesh_State(&m);
-                       colorscale = 1;
-                       r = ent->colormod[0] * colorscale;
-                       g = ent->colormod[1] * colorscale;
-                       b = ent->colormod[2] * colorscale;
+                       r = 1;
+                       g = 1;
+                       b = 1;
                        a = texture->currentalpha;
                        applycolor = r != 1 || g != 1 || b != 1 || a != 1;
                        for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
@@ -2232,7 +2211,7 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                surface = texturesurfacelist[texturesurfaceindex];
                                RSurf_SetVertexPointer(ent, texture, surface, modelorg);
                                R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, false, false, applycolor, fogallpasses);
+                               RSurf_SetColorPointer(ent, surface, modelorg, r, g, b, a, 0, applycolor, fogallpasses);
                                GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
                                R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
                                GL_LockArrays(0, 0);