static void Mod_Q3BSP_LightPoint(dp_model_t *model, const vec3_t p, vec3_t ambientcolor, vec3_t diffusecolor, vec3_t diffusenormal)
{
int i, j, k, index[3];
- float transformed[3], blend1, blend2, blend, stylescale;
+ float transformed[3], blend1, blend2, blend, stylescale = 1;
q3dlightgrid_t *a, *s;
// scale lighting by lightstyle[0] so that darkmode in dpmod works properly
- if (vid.renderpath == RENDERPATH_GL20)
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ case RENDERPATH_D3D9:
+ case RENDERPATH_D3D10:
+ case RENDERPATH_D3D11:
+ case RENDERPATH_SOFT:
+ case RENDERPATH_GLES2:
+ // LordHavoc: FIXME: is this true?
stylescale = 1; // added while render
- else
+ break;
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
stylescale = r_refdef.scene.rtlightstylevalue[0];
+ break;
+ }
if (!model->brushq3.num_lightgrid)
{