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Rudl, gl_fb_bmodels will control the fullbright textures for those two light pillars at the start of e1m1, i have it set to 0 as default, whereas i think joequake has it set 1. Also, glquake's texture loader by default made the colors look more flat and muddy. Qrack properly colors the textures, though, if you are not used to it or dont like, try using gl_lightmode 2 instead, as gl_lightmode 1 is brighter. And of course i can even set a cvar up so the textures look like standard.
Here's 2 screen shots of the different lightmode's value
I had originally added gl_lightmode since some people had problems with gl_gamma on their laptops.
Qrack does support fullbright colors. the light on the ceiling has fullbrightcolors too.
I thought almost every engine supports fullbright colors or am I wrong?
Supports full brights:
WinQuake
DOSQuake
DarkPlaces
FitzQuake
JoeQuake
Qrack (should, but maybe Rook has a plan)
Doesn't
GLQuake
Enhanced GLQuake
ProQuake
Rook has some interesting ideas on things so if overbright textures aren't working, maybe he's experimenting around with something.
Qrack does support fullbright colors. the light on the ceiling has fullbrightcolors too.
I thought almost every engine supports fullbright colors or am I wrong?
No It has nothing to do with bloom. And I do not mean the general brightness of the shots
I mean the lights (light textures not sources) in the front and the one in distance
glpro looks like qrack without bloom the lights are not overbrightened too.
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