m.numtriangles = s->mesh.numtriangles;
m.numverts = s->mesh.numverts;
m.index = s->mesh.index;
- m.cr = 1;
- if (lighthalf)
- m.cr *= 2;
- if (gl_combine.integer)
- m.cr *= 4;
- m.cg = m.cr;
- m.cb = m.cr;
+ m.cr = m.cg = m.cb = (float) (1 << lightscalebit);
m.ca = currentrenderentity->alpha;
m.tex[0] = R_GetTexture(s->currenttexture->texture);
m.tex[1] = R_GetTexture(s->lightmaptexture);
m.numtriangles = s->mesh.numtriangles;
m.numverts = s->mesh.numverts;
m.index = s->mesh.index;
- if (lighthalf)
- {
- m.cr = 2;
- m.cg = 2;
- m.cb = 2;
- }
- else
- {
- m.cr = 1;
- m.cg = 1;
- m.cb = 1;
- }
+ m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
m.ca = 1;
m.tex[0] = R_GetTexture(s->currenttexture->texture);
m.texcoords[0] = &s->mesh.vertex->st[0];
m.numtriangles = s->mesh.numtriangles;
m.numverts = s->mesh.numverts;
m.index = s->mesh.index;
- m.cr = 1;
- if (lighthalf)
- m.cr *= 2.0f;
- m.cg = m.cr;
- m.cb = m.cr;
+ m.cr = m.cg = m.cb = (float) (1 << v_overbrightbits.integer);
m.ca = 1;
m.tex[0] = R_GetTexture(s->lightmaptexture);
m.texcoords[0] = &s->mesh.vertex->uv[0];