Still some little improvements to flares.

This commit is contained in:
Thilo Schulz 2006-04-20 16:52:39 +00:00
parent d18f7bb738
commit 57cc0f901e
2 changed files with 8 additions and 1 deletions

View file

@ -354,13 +354,17 @@ void RB_RenderFlare( flare_t *f ) {
VectorScale(f->color, f->drawIntensity * tr.identityLight * intensity, color);
// Calculations for fogging
if(f->fogNum)
if(f->fogNum < tr.world->numfogs)
{
tess.numVertexes = 1;
VectorCopy(f->origin, tess.xyz[0]);
tess.fogNum = f->fogNum;
RB_CalcModulateColorsByFog(fogFactors);
// We don't need to render the flare if colors are 0 anyways.
if(!fogFactors[0] && !fogFactors[1] && !fogFactors[2])
return;
}
iColor[0] = color[0] * fogFactors[0];

View file

@ -3018,7 +3018,10 @@ static void CreateExternalShaders( void ) {
int index;
for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
{
tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE;
}
}
tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );