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Add r_forceBlendRegime: force linear/naive blending
Add the cvar r_forceBlendRegime which if set to 1 forces naive blending
even on a linear lighting map, or if set to 2 forces linear blending on
a non-linear map. Overbright factors are adjusted to produce a result as
similar as possible to the map's "native" mode, assuming tone mapping is
disabled.
Correctly displaying a linear rgbGen or linear colormap is not
implemented. Anyway there is already a console warning that should fire
in this scenario.
Log::Debug( "Map features lights computed with linear colors and textures." );
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-
tr.worldLinearizeTexture = true;
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}
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elseif ( sRGBcolor != sRGBtex )
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+
if ( !r_forceBlendRegime.Get() )
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{
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Log::Warn( "Map features lights computed with a mix of linear and non-linear colors or textures, acting like both colors and textures were linear when lights were computed." );
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-
tr.worldLinearizeTexture = true;
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if ( sRGBcolor && sRGBtex )
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{
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Log::Debug( "Map features lights computed with linear colors and textures." );
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tr.worldLinearizeTexture = true;
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}
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elseif ( sRGBcolor != sRGBtex )
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+
{
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Log::Warn( "Map features lights computed with a mix of linear and non-linear colors or textures, acting like both colors and textures were linear when lights were computed." );
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