GRIM: Drop TinyGL-only intensity divisor.
Also, divide intensity once instead of once per component.
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2 changed files with 8 additions and 8 deletions
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@ -974,10 +974,10 @@ void GfxOpenGL::setupLight(Light *light, int lightId) {
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GLfloat cutoff = 180.0f;
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GLfloat spot_exp = 0.0f;
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GLfloat intensity = light->_intensity;
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lightColor[0] = ((GLfloat)light->_color.getRed() / 15.0f) * intensity;
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lightColor[1] = ((GLfloat)light->_color.getGreen() / 15.0f) * intensity;
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lightColor[2] = ((GLfloat)light->_color.getBlue() / 15.0f) * intensity;
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GLfloat intensity = light->_intensity / 15.0f;
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lightColor[0] = (GLfloat)light->_color.getRed() * intensity;
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lightColor[1] = (GLfloat)light->_color.getGreen() * intensity;
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lightColor[2] = (GLfloat)light->_color.getBlue() * intensity;
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if (light->_type == Light::Omni) {
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lightPos[0] = light->_pos.x();
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