@@ -2181,7 +2181,7 @@ static void RB_RenderDebugUtils()
21812181
21822182 // set uniforms
21832183 gl_genericShader->SetUniform_AlphaTest ( GLS_ATEST_NONE );
2184- SetUniform_ColorModulateColorGen ( gl_genericShader, colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_VERTEX );
2184+ SetUniform_ColorModulateColorGen ( gl_genericShader, colorGen_t::CGEN_VERTEX, alphaGen_t::AGEN_IDENTITY );
21852185 SetUniform_Color ( gl_genericShader, Color::Black );
21862186
21872187 GL_State ( GLS_DEFAULT );
@@ -2207,8 +2207,6 @@ static void RB_RenderDebugUtils()
22072207 for ( y = 0 ; y < tr.world ->lightGridBounds [ 1 ]; y++ ) {
22082208 for ( x = 0 ; x < tr.world ->lightGridBounds [ 0 ]; x++ ) {
22092209 vec3_t origin;
2210- Color::Color ambientColor;
2211- Color::Color directedColor;
22122210 vec3_t lightDir;
22132211
22142212 VectorCopy ( tr.world ->lightGridOrigin , origin );
@@ -2221,8 +2219,19 @@ static void RB_RenderDebugUtils()
22212219 continue ;
22222220 }
22232221
2224- R_LightForPoint ( origin, ambientColor.ToArray (),
2225- directedColor.ToArray (), lightDir );
2222+ // read out grid...
2223+ int gridIndex = x + tr.world ->lightGridBounds [ 0 ] * ( y + tr.world ->lightGridBounds [ 1 ] * z );
2224+ const bspGridPoint1_t *gp1 = tr.world ->lightGridData1 + gridIndex;
2225+ const bspGridPoint2_t *gp2 = tr.world ->lightGridData2 + gridIndex;
2226+ Color::Color generalColor = Color::Adapt ( gp1->color );
2227+ float ambientScale = 2 .0f * unorm8ToFloat ( gp1->ambientPart );
2228+ float directedScale = 2 .0f - ambientScale;
2229+ Color::Color ambientColor = generalColor * ambientScale;
2230+ Color::Color directedColor = generalColor * directedScale;
2231+ lightDir[ 0 ] = snorm8ToFloat ( gp2->direction [ 0 ] - 128 );
2232+ lightDir[ 1 ] = snorm8ToFloat ( gp2->direction [ 1 ] - 128 );
2233+ lightDir[ 2 ] = snorm8ToFloat ( gp2->direction [ 2 ] - 128 );
2234+
22262235 VectorNegate ( lightDir, lightDir );
22272236
22282237 length = 8 ;
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