ref: gl: don't depend on lightgamma in recursive light point

This commit is contained in:
Alibek Omarov
2024-01-06 19:23:05 +03:00
parent 9304a0041d
commit 8298053e6a
3 changed files with 8 additions and 19 deletions

View File

@@ -3661,9 +3661,7 @@ void R_GatherPlayerLight( void )
cl_entity_t *view = tr.viewent;
colorVec c;
tr.ignore_lightgamma = true;
c = R_LightPoint( view->origin );
tr.ignore_lightgamma = false;
gEngfuncs.SetLocalLightLevel( ( c.r + c.g + c.b ) / 3 );
}