GRIM: Drop TinyGL-only intensity divisor.

Also, divide intensity once instead of once per component.
This commit is contained in:
Vincent Pelletier 2014-06-08 09:51:28 +02:00
parent 5c0d8ae30e
commit f36d2b62f8
2 changed files with 8 additions and 8 deletions

View file

@ -974,10 +974,10 @@ void GfxOpenGL::setupLight(Light *light, int lightId) {
GLfloat cutoff = 180.0f;
GLfloat spot_exp = 0.0f;
GLfloat intensity = light->_intensity;
lightColor[0] = ((GLfloat)light->_color.getRed() / 15.0f) * intensity;
lightColor[1] = ((GLfloat)light->_color.getGreen() / 15.0f) * intensity;
lightColor[2] = ((GLfloat)light->_color.getBlue() / 15.0f) * intensity;
GLfloat intensity = light->_intensity / 15.0f;
lightColor[0] = (GLfloat)light->_color.getRed() * intensity;
lightColor[1] = (GLfloat)light->_color.getGreen() * intensity;
lightColor[2] = (GLfloat)light->_color.getBlue() * intensity;
if (light->_type == Light::Omni) {
lightPos[0] = light->_pos.x();