Fog_ParseWorldspawn: before reading the worldspawn value, clear the fog rgb color back to the default value (0.3).

This fixes a bug seen in jam3_tronyn.bsp (which only has a density value in the worldspawn), where the fog color of the last map played would carry over.

git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@1140 af15c1b1-3010-417e-b628-4374ebc0bcbd
This commit is contained in:
ewasylishen 2014-11-03 21:27:27 +00:00
parent d4bc9c723a
commit fe70de4507

View file

@ -29,6 +29,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
// //
//============================================================================== //==============================================================================
#define DEFAULT_DENSITY 0.0
#define DEFAULT_GRAY 0.3
float fog_density; float fog_density;
float fog_red; float fog_red;
float fog_green; float fog_green;
@ -176,8 +179,16 @@ void Fog_ParseWorldspawn (void)
const char *data; const char *data;
//initially no fog //initially no fog
fog_density = 0.0; fog_density = DEFAULT_DENSITY;
old_density = 0.0; fog_red = DEFAULT_GRAY;
fog_green = DEFAULT_GRAY;
fog_blue = DEFAULT_GRAY;
old_density = DEFAULT_DENSITY;
old_red = DEFAULT_GRAY;
old_green = DEFAULT_GRAY;
old_blue = DEFAULT_GRAY;
fade_time = 0.0; fade_time = 0.0;
fade_done = 0.0; fade_done = 0.0;
@ -378,10 +389,10 @@ void Fog_Init (void)
//Cvar_RegisterVariable (&r_vfog); //Cvar_RegisterVariable (&r_vfog);
//set up global fog //set up global fog
fog_density = 0.0; fog_density = DEFAULT_DENSITY;
fog_red = 0.3; fog_red = DEFAULT_GRAY;
fog_green = 0.3; fog_green = DEFAULT_GRAY;
fog_blue = 0.3; fog_blue = DEFAULT_GRAY;
glFogi(GL_FOG_MODE, GL_EXP2); glFogi(GL_FOG_MODE, GL_EXP2);
} }