bug fix, sorry, mikeeusa... but make dotproduct*scale actually behave the intended...
authordivverent <divverent@61c419a2-8eb2-4b30-bcec-8cead039b335>
Wed, 10 Dec 2008 15:21:33 +0000 (15:21 +0000)
committerdivverent <divverent@61c419a2-8eb2-4b30-bcec-8cead039b335>
Wed, 10 Dec 2008 15:21:33 +0000 (15:21 +0000)
commit17a441b49d9ef6438c39ecad64aa13a27c82e461
tree91df409d7e12032e45af2b7e12e029ca088f3fbe
parent75284d96b8ec8c8006d564e30e26c58dcb41c5ba
bug fix, sorry, mikeeusa... but make dotproduct*scale actually behave the intended way.

In existing shaders, replace

dotProduct2scale ( x y z min max )

by

dotProduct2scale ( x y z max 0 )

because that's what the old code actually caused

git-svn-id: svn://svn.icculus.org/netradiant/trunk@139 61c419a2-8eb2-4b30-bcec-8cead039b335
tools/quake3/q3map2/shaders.c