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Lightmapped water #1518
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Lightmapped water #1518
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Despite that in most cases there is ready to use lightmap for water surfaces, a lot of maps weren't really made with lightmapped water in mind, and it's quite hard to see through it. See water at So I'm looking for ways to make lightmap on water surfaces less dark in general but keep it the same when it's properly lit. Even simple addition or scale make the situation better, but again, it also makes some lit spots too intense. Like some sort of hyperbolic scaling depending on lightmap value. Later it must be possible to configure it through |
…ove unneeded checks
…efactoring, don't set SURF_DRAWTURB_QUADS if context isn't OpenGL
…re lightmapped water support
Done.
Done. |
There is a bug though: as we don't draw back faces, the water surface doesn't get drawn when the camera is underwater. |
…htmapped water * Rename gl_litwater to gl_litwater_force because it doesn't affect maps that declare litwater support
TODO: