OpenGL2: Use RGBM instead of RGBE encoding for lightmaps.

This commit is contained in:
SmileTheory 2013-09-16 05:57:14 -07:00
parent 7e875c6941
commit e80faf812e
4 changed files with 26 additions and 38 deletions

View file

@ -908,7 +908,7 @@ void GLSL_InitGPUShaders(void)
Q_strcat(extradefines, 1024, "#define USE_LIGHTMAP\n");
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
if (!GLSL_InitGPUShader(&tr.genericShader[i], "generic", attribs, qtrue, extradefines, qtrue, fallbackShader_generic_vp, fallbackShader_generic_fp))
{
@ -1037,7 +1037,7 @@ void GLSL_InitGPUShaders(void)
}
if (r_hdr->integer && !(glRefConfig.textureFloat && glRefConfig.halfFloatPixel))
Q_strcat(extradefines, 1024, "#define RGBE_LIGHTMAP\n");
Q_strcat(extradefines, 1024, "#define RGBM_LIGHTMAP\n");
if (i & LIGHTDEF_LIGHTTYPE_MASK)
{