OpenGL2: Remove map color scaling and r_forceSunMapLightScale.

Also simplify overbright code in ComputeShaderColors().
This commit is contained in:
SmileTheory 2016-09-14 02:59:54 -07:00
parent 4c169ab574
commit 4faf1008a0
11 changed files with 32 additions and 100 deletions

View file

@ -2551,7 +2551,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
{
refdef_t refdef;
viewParms_t parms;
float oldColorScale = tr.refdef.colorScale;
memset( &refdef, 0, sizeof( refdef ) );
refdef.rdflags = 0;
@ -2629,7 +2628,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
scale = directed[0] + directed[1] + directed[2] + ambient[0] + ambient[1] + ambient[2] + 1.0f;
tr.refdef.colorScale = 1.0f; //766.0f / scale;
// only print message for first side
if (scale < 1.0001f && cubemapSide == 0)
{
@ -2670,12 +2668,6 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
R_RenderView(&parms);
if (subscene)
{
tr.refdef.colorScale = oldColorScale;
}
else
{
if (!subscene)
RE_EndScene();
}
}