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Map overbright bits (r_overbrightDefaultExponent) defaults to 2, while r_overbrightBits defaults to 1. This configuration was always used for Quake 3 and Tremulous, but really it is stupid because you are throwing away one bit of precision: the [0, 1] values from the lightmap are multiplied by 4, but then they are clamped to be no greater than 2. We should have a worldspawn key for setting tr.overbrightBits (in addition to the one setting tr.mapOverbrightBits) so if someone wants to make a map with really bright areas that should range [0, 4] or even [0, 8], they can use it.
I think we would still have this problem even with sRGB, since AFAIK the lightmap then still ranges from 0 to 1; the increments are just different.
Note that making a map with map overbright bits 0 would already work fine since tr.overbrightBits is constrained to be no greater than the map overbright bits.
The text was updated successfully, but these errors were encountered:
Map overbright bits (
r_overbrightDefaultExponent
) defaults to 2, whiler_overbrightBits
defaults to 1. This configuration was always used for Quake 3 and Tremulous, but really it is stupid because you are throwing away one bit of precision: the [0, 1] values from the lightmap are multiplied by 4, but then they are clamped to be no greater than 2. We should have a worldspawn key for settingtr.overbrightBits
(in addition to the one settingtr.mapOverbrightBits
) so if someone wants to make a map with really bright areas that should range [0, 4] or even [0, 8], they can use it.I think we would still have this problem even with sRGB, since AFAIK the lightmap then still ranges from 0 to 1; the increments are just different.
Note that making a map with map overbright bits 0 would already work fine since
tr.overbrightBits
is constrained to be no greater than the map overbright bits.The text was updated successfully, but these errors were encountered: