Fixed a pretty serious problem with q3 shader rendering.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@378 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2004-10-27 23:33:35 +00:00
parent f2ddeefe19
commit 8dffeea9ad

View file

@ -37,7 +37,7 @@ void GL_MBind( GLenum target, int texnum )
// if ( gl_state.currenttextures[texnum-mtexid0] == texnum )
// return;
gl_state.currenttextures[texnum-mtexid0] = texnum;
gl_state.currenttextures[gl_state.currenttmu] = texnum;
bindTexFunc (GL_TEXTURE_2D, texnum);
}
@ -2567,7 +2567,8 @@ void R_RenderFogOnMesh ( shader_t *shader, struct mfog_s *fog )
if ( !shader->numpasses || shader->fog_dist || (shader->flags & SHADER_SKY) )
{
qglDepthFunc ( GL_LEQUAL );
extern int gldepthfunc;
qglDepthFunc ( gldepthfunc );
}
else
{