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

@ -264,10 +264,6 @@ Cvars for the sunlight and cascaded shadow maps:
1 - Do.
2 - Sunrise, sunset.
* `r_forceSunMapLightScale` - Cheat. Scale map brightness by this factor
when r_forceSun 1.
1.0 - Default
* `r_forceSunLightScale` - Cheat. Scale sun brightness by this factor
when r_forceSun 1.
1.0 - Default
@ -506,7 +502,7 @@ and is the equivalent for 'exactVertex'.
This adds a new keyword to sky materials, q3gl2_sun. The syntax is:
q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <mapLightScale> <ambientLightScale>
q3gl2_sun <red> <green> <blue> <intensity> <degrees> <elevation> <shadowScale>
Note the first six parameters are the same as in q3map_sun or q3map_sunExt,
and the last two indicate scaling factors for the map brightness and an ambient
@ -527,7 +523,7 @@ There are currently two ways to use this in your own (and other people's) maps.
surfaceparm nolightmap
surfaceparm sky
q3map_sunExt 240 238 200 100 195 35 3 16
q3gl2_sun 240 238 200 50 195 35 1.0 0.2
q3gl2_sun 240 238 200 50 195 35 0.2
q3map_skylight 50 16
q3map_lightimage $whiteimage
@ -550,7 +546,7 @@ There are currently two ways to use this in your own (and other people's) maps.
surfaceparm noimpact
surfaceparm nolightmap
surfaceparm sky
q3gl2_sun 240 238 200 50 195 35 0.5 0.2
q3gl2_sun 240 238 200 50 195 35 0.2
q3map_skylight 50 16
q3map_lightimage $whiteimage