OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.

This commit is contained in:
SmileTheory 2016-10-11 03:28:20 -07:00
parent 239f539702
commit aa79738c50
15 changed files with 240 additions and 184 deletions

View file

@ -395,9 +395,9 @@ void RB_RenderFlare( flare_t *f ) {
return;
}
iColor[0] = color[0] * fogFactors[0];
iColor[1] = color[1] * fogFactors[1];
iColor[2] = color[2] * fogFactors[2];
iColor[0] = color[0] * fogFactors[0] * 257;
iColor[1] = color[1] * fogFactors[1] * 257;
iColor[2] = color[2] * fogFactors[2] * 257;
RB_BeginSurface( tr.flareShader, f->fogNum, 0 );
@ -406,40 +406,40 @@ void RB_RenderFlare( flare_t *f ) {
tess.xyz[tess.numVertexes][1] = f->windowY - size;
tess.texCoords[tess.numVertexes][0][0] = 0;
tess.texCoords[tess.numVertexes][0][1] = 0;
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
tess.vertexColors[tess.numVertexes][3] = 1.0f;
tess.color[tess.numVertexes][0] = iColor[0];
tess.color[tess.numVertexes][1] = iColor[1];
tess.color[tess.numVertexes][2] = iColor[2];
tess.color[tess.numVertexes][3] = 65535;
tess.numVertexes++;
tess.xyz[tess.numVertexes][0] = f->windowX - size;
tess.xyz[tess.numVertexes][1] = f->windowY + size;
tess.texCoords[tess.numVertexes][0][0] = 0;
tess.texCoords[tess.numVertexes][0][1] = 1;
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
tess.vertexColors[tess.numVertexes][3] = 1.0f;
tess.color[tess.numVertexes][0] = iColor[0];
tess.color[tess.numVertexes][1] = iColor[1];
tess.color[tess.numVertexes][2] = iColor[2];
tess.color[tess.numVertexes][3] = 65535;
tess.numVertexes++;
tess.xyz[tess.numVertexes][0] = f->windowX + size;
tess.xyz[tess.numVertexes][1] = f->windowY + size;
tess.texCoords[tess.numVertexes][0][0] = 1;
tess.texCoords[tess.numVertexes][0][1] = 1;
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
tess.vertexColors[tess.numVertexes][3] = 1.0f;
tess.color[tess.numVertexes][0] = iColor[0];
tess.color[tess.numVertexes][1] = iColor[1];
tess.color[tess.numVertexes][2] = iColor[2];
tess.color[tess.numVertexes][3] = 65535;
tess.numVertexes++;
tess.xyz[tess.numVertexes][0] = f->windowX + size;
tess.xyz[tess.numVertexes][1] = f->windowY - size;
tess.texCoords[tess.numVertexes][0][0] = 1;
tess.texCoords[tess.numVertexes][0][1] = 0;
tess.vertexColors[tess.numVertexes][0] = iColor[0] / 255.0f;
tess.vertexColors[tess.numVertexes][1] = iColor[1] / 255.0f;
tess.vertexColors[tess.numVertexes][2] = iColor[2] / 255.0f;
tess.vertexColors[tess.numVertexes][3] = 1.0f;
tess.color[tess.numVertexes][0] = iColor[0];
tess.color[tess.numVertexes][1] = iColor[1];
tess.color[tess.numVertexes][2] = iColor[2];
tess.color[tess.numVertexes][3] = 65535;
tess.numVertexes++;
tess.indexes[tess.numIndexes++] = 0;