Images ahoy!
Fog is off by default, and Brightness is somewhat distorted in color(and has nothing to do with this issue).
To compare older OpenGL from 2.0.5 to 2.0.6:
2.0.5:
2.0.6:
I'm not talking about the colored/tinted shadows, I was pointing out that enabling Shadows in 2.0.6 causes a majority of the sprites to turn pitch black if they have a shadow, and that some "solid" sprites (Like the Player Character, not the shields.) have a full-color shadow. If a sprite's shadow is no longer displayed with shadows turned on (Such as if the shadow goes completely through a wall, and is no longer rendered), the Sprite returns to normal and is no longer pitch black.The first one is intentional. If an object is see-through, then naturally it would cast a colored shadow like that. The other shots might have something to do with sprite lighting, but I'm not sure. You might be confusing two different things as being the same.
And here is my proof
Stop running stuff you just compiled and maybe we'll talk. :P
Oh yeah, sprites that ignore lowered brightness(Emeralds, Emerald Tokens, ect) no longer remain bright. I'm pretty sure this wasn't an issue in previous 2.0.x r_opengl.dlls
I'm not talking about the colored/tinted shadows, I was pointing out that enabling Shadows in 2.0.6 causes a majority of the sprites to turn pitch black if they have a shadow, and that some "solid" sprites (Like the Player Character, not the shields.) have a full-color shadow. If a sprite's shadow is no longer displayed with shadows turned on (Such as if the shadow goes completely through a wall, and is no longer rendered), the Sprite returns to normal and is no longer pitch black.
OpenGL does suck. Shadow needs fix :X
OpenGL does suck. Shadow needs fix :X
It's fixed.