frame = model->sprite.sprdata_frames + ent->frameblend[i].subframe;
texture = R_GetCurrentTexture(model->data_textures + ent->frameblend[i].subframe);
- // lit sprite by lightgrid if it is not fullbright, lit only ambient
+ // sprites are fullbright by default, but if this one is not fullbright we
+ // need to combine the lighting into ambient as sprite lighting is not
+ // directional
if (!(texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- VectorAdd(ent->modellight_ambient, ent->modellight_diffuse, rsurface.modellight_ambient); // sprites dont use lightdirection
+ {
+ VectorMAM(1.0f, texture->render_modellight_ambient, 0.25f, texture->render_modellight_diffuse, texture->render_modellight_ambient);
+ VectorClear(texture->render_modellight_diffuse);
+ VectorClear(texture->render_modellight_specular);
+ }
// SPR_LABEL should not use depth test AT ALL
if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, org);
- R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : rsurface.texture->transparentsort, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
+ R_MeshQueue_AddTransparent((ent->flags & RENDER_WORLDOBJECT) ? TRANSPARENTSORT_SKY : (ent->flags & RENDER_NODEPTHTEST) ? TRANSPARENTSORT_HUD : TRANSPARENTSORT_DISTANCE, org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight);
}