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The lighting values continue to be multiplied by pow(2,
tr.mapOverbrightBits) but the resulting values are capped at
pow(2, tr.overbrightBits) which defaults to 1. This matches
the original behavior of Quake 3 (in full screen mode) and
Tremulous 1.1.0. The cvar r_overbrightBits has come back
and has the same behavior as ioq3.
Setting r_overbrightBits to 0 gives you the behavior of pre-0.55
Unvanquished. Setting r_overbrightBits to 2 gives you 0.55.x behavior.
See #1542 for more
information.
Copy file name to clipboardExpand all lines: src/engine/renderer/tr_init.cpp
+2-2Lines changed: 2 additions & 2 deletions
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@@ -92,7 +92,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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cvar_t *r_realtimeLightingCastShadows;
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cvar_t *r_precomputedLighting;
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Cvar::Cvar<int> r_overbrightDefaultExponent("r_overbrightDefaultExponent", "default map light color shift (multiply by 2^x)", Cvar::NONE, 2);
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Cvar::Cvar<bool> r_overbrightDefaultClamp("r_overbrightDefaultClamp", "clamp lightmap colors to 1 (in absence of map worldspawn value)", Cvar::NONE, false);
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