X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=model_brush.c;h=5788727d4c6f4da4f6f6731a26163b92736bda02;hb=d708be69a96b90d2222a6452aeac542a50166bc6;hp=6fceeb8776a766133a8809c83981b0276b8df44b;hpb=f793475e7660ce8e1c6907df76469de94ecb59b8;p=xonotic%2Fdarkplaces.git diff --git a/model_brush.c b/model_brush.c index 6fceeb87..5788727d 100644 --- a/model_brush.c +++ b/model_brush.c @@ -7294,13 +7294,28 @@ static void Mod_Q3BSP_Load(dp_model_t *mod, void *buffer, void *bufferend) Mod_BuildVBOs(); } - if (mod_q3bsp_sRGBlightmaps.integer && vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) + if (mod_q3bsp_sRGBlightmaps.integer) { - // actually we do in sRGB fallback with sRGB lightmaps: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) - // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) - // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 - // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) - mod->lightmapscale *= 0.679942f; // fixes neutral level + if (vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) + { + // actually we do in sRGB fallback with sRGB lightmaps: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) + // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) + // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 + // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) + //loadmodel->lightmapscale *= 0.679942f; // fixes neutral level + } + else // if this is NOT set, regular rendering looks right by this requirement anyway + { + /* + // we want color 1 to do the same as without sRGB + // so, we want to map 1 to Image_LinearFloatFromsRGBFloat(2) instead of to 2 + loadmodel->lightmapscale *= 2.476923f; // fixes max level + */ + + // neutral level 0.5 gets uploaded as sRGB and becomes Image_LinearFloatFromsRGBFloat(0.5) + // we need to undo that + loadmodel->lightmapscale *= 2.336f; // fixes neutral level + } } Con_DPrintf("Stats for q3bsp model \"%s\": %i faces, %i nodes, %i leafs, %i clusters, %i clusterportals, mesh: %i vertices, %i triangles, %i surfaces\n", loadmodel->name, loadmodel->num_surfaces, loadmodel->brush.num_nodes, loadmodel->brush.num_leafs, mod->brush.num_pvsclusters, loadmodel->brush.num_portals, loadmodel->surfmesh.num_vertices, loadmodel->surfmesh.num_triangles, loadmodel->num_surfaces);