frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
- // lit sprite by lightgrid if it is not fullbright, lit only ambient
+ // sprites are fullbright by default, but if this one is not fullbright we
+ // need to combine the lighting into ambient as sprite lighting is not
+ // directional
if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
+ {
+ VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient);
+ VectorClear(texture->render_modellight_diffuse);
+ VectorClear(texture->render_modellight_specular);
+ }
// SPR_LABEL should not use depth test AT ALL
if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
R_CalcSprite_Vertex3f(vertex3f, org, left, up, frame->left, frame->right, frame->down, frame->up);
+ if (r_showspriteedges.integer)
+ for (i = 0; i < 4; i++)
+ R_DebugLine(vertex3f + i * 3, vertex3f + ((i + 1) % 4) * 3);
+
R_DrawCustomSurface_Texture(texture, &identitymatrix, texture->currentmaterialflags, 0, 4, 0, 2, false, false);
}
}