OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
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@@ -881,14 +881,14 @@ const void *RB_StretchPic ( const void *data ) {
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tess.indexes[ numIndexes + 5 ] = numVerts + 1;
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{
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vec4_t color;
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uint16_t color[4];
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VectorScale4(backEnd.color2D, 1.0f / 255.0f, color);
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VectorScale4(backEnd.color2D, 257, color);
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VectorCopy4(color, tess.vertexColors[ numVerts ]);
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VectorCopy4(color, tess.vertexColors[ numVerts + 1]);
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VectorCopy4(color, tess.vertexColors[ numVerts + 2]);
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VectorCopy4(color, tess.vertexColors[ numVerts + 3 ]);
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VectorCopy4(color, tess.color[ numVerts ]);
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VectorCopy4(color, tess.color[ numVerts + 1]);
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VectorCopy4(color, tess.color[ numVerts + 2]);
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VectorCopy4(color, tess.color[ numVerts + 3 ]);
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}
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tess.xyz[ numVerts ][0] = cmd->x;
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