OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
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239f539702
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15 changed files with 240 additions and 184 deletions
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@ -1027,7 +1027,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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int16_t *outNormal;
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int16_t *outTangent;
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vec2_t (*outTexCoord)[2];
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vec4_t *outColor;
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uint16_t *outColor;
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int frame = data->num_frames ? backEnd.currentEntity->e.frame % data->num_frames : 0;
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int oldframe = data->num_frames ? backEnd.currentEntity->e.oldframe % data->num_frames : 0;
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@ -1043,7 +1043,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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outNormal = tess.normal[tess.numVertexes];
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outTangent = tess.tangent[tess.numVertexes];
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outTexCoord = &tess.texCoords[tess.numVertexes];
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outColor = &tess.vertexColors[tess.numVertexes];
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outColor = tess.color[tess.numVertexes];
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// compute interpolated joint matrices
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if ( data->num_poses > 0 ) {
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@ -1052,7 +1052,7 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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// transform vertexes and fill other data
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for( i = 0; i < surf->num_vertexes;
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i++, outXYZ++, outNormal+=4, outTexCoord++, outColor++ ) {
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i++, outXYZ++, outNormal+=4, outTexCoord++, outColor+=4 ) {
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int j, k;
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float vtxMat[12];
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float nrmMat[9];
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@ -1137,10 +1137,10 @@ void RB_IQMSurfaceAnim( surfaceType_t *surface ) {
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outTangent+=4;
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}
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(*outColor)[0] = data->colors[4*vtx+0] / 255.0f;
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(*outColor)[1] = data->colors[4*vtx+1] / 255.0f;
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(*outColor)[2] = data->colors[4*vtx+2] / 255.0f;
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(*outColor)[3] = data->colors[4*vtx+3] / 255.0f;
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outColor[0] = data->colors[4*vtx+0] * 257;
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outColor[1] = data->colors[4*vtx+1] * 257;
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outColor[2] = data->colors[4*vtx+2] * 257;
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outColor[3] = data->colors[4*vtx+3] * 257;
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}
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tri = data->triangles + 3 * surf->first_triangle;
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