better handling of color tints by colormap
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 7 Dec 2008 18:23:15 +0000 (18:23 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 7 Dec 2008 18:23:15 +0000 (18:23 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@8579 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 91d8dd6..4797e40 100644 (file)
@@ -6458,9 +6458,9 @@ static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurf
 
        if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
        {
-               c[0] = rsurface.colormap_pantscolor[0] * 0.2 + rsurface.colormap_shirtcolor[0] * 0.3;
-               c[1] = rsurface.colormap_pantscolor[1] * 0.2 + rsurface.colormap_shirtcolor[1] * 0.3;
-               c[2] = rsurface.colormap_pantscolor[2] * 0.2 + rsurface.colormap_shirtcolor[2] * 0.3;
+               c[0] = (rsurface.colormap_pantscolor[0] * 0.2 + rsurface.colormap_shirtcolor[0] * 0.3) * (c[0] + 1);
+               c[1] = (rsurface.colormap_pantscolor[1] * 0.2 + rsurface.colormap_shirtcolor[1] * 0.3) * (c[1] + 1);
+               c[2] = (rsurface.colormap_pantscolor[2] * 0.2 + rsurface.colormap_shirtcolor[2] * 0.3) * (c[2] + 1);
        }
 
        // brighten it up (as texture value 127 means "unlit")