I got a problem with r_overBrightBits "0" and shaders with partially reflective surfaces using alpha channels. Look at these screenshots
This is how it looks with 1
and this is with 0
You see how the texture surrounding the glass parts gets very much brighter. Here's the shader which I think is the one used in Casa for windows:
textures/codey1/storage_win
{
{
map textures/codey1/storage_win.tga
}
{
map textures/codey1/oilglas1.tga
tcGen environment
blendFunc GL_ONE GL_ONE
}
{
map textures/codey1/storage_win.tga
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbGen identity
}
}
As I never have gotten my heads round the fairly mathematical explanations in the q3map2 shader manual I thought I'd ask if somebody have a fix for this before I start long trial-n-error session.
BTW - I understand that having it at 0 gives a finer colour range but it also takes out some 'knack' from the picture. Look in the lower picture how the clouds get much less punch and there's hardly any zing at all to the painted high-light / reflection in the pipe on the cistern. And screenshots come out much much darker, I had to do a very course adjustment to gamma in Photoshop to get the 0 image to match how it looks in-game, this is how the original looks:
cheers