well not all of it, just the bits called from draw normal triangles. Heres just a test quad which is affected:
 
gEngfuncs.pTriAPI->RenderMode(kRenderNormal);
  gEngfuncs.pTriAPI->CullFace( TRI_NONE );
  gEngfuncs.pTriAPI->Brightness( 1 );
  
  gEngfuncs.pTriAPI->Begin( TRI_QUADS );
  gEngfuncs.pTriAPI->Color4f( 0.1,0.5,0.6,1.0 );
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 0, 1 );
  gEngfuncs.pTriAPI->Vertex3f(-4096,4096,100);
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 0, 0 );
  gEngfuncs.pTriAPI->Vertex3f(-4096,-4096,100);
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 1, 0 );
  gEngfuncs.pTriAPI->Vertex3f(4096,-4096,100);
 
  gEngfuncs.pTriAPI->Brightness( 1 );
  gEngfuncs.pTriAPI->TexCoord2f( 1, 1 );
  gEngfuncs.pTriAPI->Vertex3f(4096,4096,100);
  
  gEngfuncs.pTriAPI->End();
 
--tom

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