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Model Renderer: Ignore mobj full-bright flag with GL2 models
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We want for the model itself to use emissive maps etc. to make
appropriate parts bright, rather than assuming the entire model has
maximum ambient light from all directions.
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skyjake committed Nov 18, 2015
1 parent bc12b74 commit e8e35fd
Showing 1 changed file with 2 additions and 1 deletion.
3 changes: 2 additions & 1 deletion doomsday/apps/client/src/render/r_things.cpp
Expand Up @@ -443,7 +443,8 @@ void R_ProjectSprite(mobj_t &mob)
Vector4f ambientColor;
duint vLightListIdx = 0;
evaluateLighting(vis->pose.origin, subspace, vis->pose.distance,
fullbright, ambientColor, &vLightListIdx);
fullbright && !animator, // GL2 models lit with more granularity
ambientColor, &vLightListIdx);

// Apply uniform alpha (overwritting intensity factor).
ambientColor.w = alpha;
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