q1bsp lightmaps are now always rendered at 2x overbright like software quake and...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 11 Nov 2003 02:36:21 +0000 (02:36 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 11 Nov 2003 02:36:21 +0000 (02:36 +0000)
commitcbab7e9c0c8031f6dd459b786ed2be326b632660
treef96ec3c26a1285d3566d863437b6219074086955
parent0ab5ad1b647421ceca9c72e1731af89547bc0d3f
q1bsp lightmaps are now always rendered at 2x overbright like software quake and q3bsp (this means all multitexture lightmapped wall methods now require combine)

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3634 d7cf8633-e32d-0410-b094-e92efae38249
gl_backend.c
gl_backend.h
gl_rsurf.c
model_shared.h