Fix OpenGL2 ignoring last light grid point on each axis
Also change light grid bounds clamping to make it more clear what invalid values are.
This commit is contained in:
parent
5768e2316a
commit
1bb2bc370d
2 changed files with 3 additions and 3 deletions
|
@ -151,7 +151,7 @@ static void R_SetupEntityLightingGrid( trRefEntity_t *ent ) {
|
|||
frac[i] = v - pos[i];
|
||||
if ( pos[i] < 0 ) {
|
||||
pos[i] = 0;
|
||||
} else if ( pos[i] >= tr.world->lightGridBounds[i] - 1 ) {
|
||||
} else if ( pos[i] > tr.world->lightGridBounds[i] - 1 ) {
|
||||
pos[i] = tr.world->lightGridBounds[i] - 1;
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue