OpenGL2: Store vertex colors and hdr lightmaps/lightgrid as RGBA16.
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@@ -384,6 +384,7 @@ static void AutospriteDeform( void ) {
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}
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for ( i = 0 ; i < oldVerts ; i+=4 ) {
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vec4_t color;
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// find the midpoint
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xyz = tess.xyz[i];
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@@ -414,7 +415,8 @@ static void AutospriteDeform( void ) {
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VectorScale(up, axisLength, up);
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}
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RB_AddQuadStamp( mid, left, up, tess.vertexColors[i] );
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VectorScale4(tess.color[i], 1.0f / 65535.0f, color);
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RB_AddQuadStamp( mid, left, up, color );
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}
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}
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