Created attachment 3367[details]
Screenshot of black monitor and blood.
Some of the shaders in q3dm0 are partially black in OpenGL2 renderer when r_hdr is 1 (the default). Setting r_hdr to 0 fixes the issues.
Broken shaders (monitors, blood pool):
textures/base_wall/comp3
textures/base_wall/comp3b_dark
textures/base_wall/comp3c
textures/base_floor/diamond2cspot
Working monitors (on left and right sides of pillar with mirror):
textures/base_wall/medal_impressive
textures/base_wall/q3tourneyscreen
See baseq3/pak0.pk3/scripts/base_wall.shader and base_floor.shader
I think issue is related to "blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA". I haven't tested if it's specific to $lightmap stages.
It looks like this is TCGEN_ENVIRONMENT related. I've touched that code recently in https://bugzilla.icculus.org/show_bug.cgi?id=5979 , and it looks like with that patch it fixes the problem, so I'll just link that as a dependency.
Created attachment 3367 [details] Screenshot of black monitor and blood. Some of the shaders in q3dm0 are partially black in OpenGL2 renderer when r_hdr is 1 (the default). Setting r_hdr to 0 fixes the issues. Broken shaders (monitors, blood pool): textures/base_wall/comp3 textures/base_wall/comp3b_dark textures/base_wall/comp3c textures/base_floor/diamond2cspot Working monitors (on left and right sides of pillar with mirror): textures/base_wall/medal_impressive textures/base_wall/q3tourneyscreen See baseq3/pak0.pk3/scripts/base_wall.shader and base_floor.shader I think issue is related to "blendFunc GL_DST_COLOR GL_ONE_MINUS_DST_ALPHA". I haven't tested if it's specific to $lightmap stages.