http://bugzilla.icculus.org/show_bug.cgi?id=4591
"This patch uses r_greyscale as a floating point number, lerping from the normal color to the luminance value of every pixel for every texture and geometry load. This allows for variable desaturation, which is very useful for anaglyph 3D where you need some shared luminance information to match the images but you want to retain some colour." _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.