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NX: Make fog look a bit better
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1 changed files with 12 additions and 2 deletions
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@ -275,7 +275,7 @@ calculates fog color for this frame, taking into account fade times
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float *Fog_GetColor (void)
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float *Fog_GetColor (void)
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{
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{
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static float c[4]; // = {0.1f, 0.1f, 0.1f, 1.0f}
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static float c[4]; // = {0.1f, 0.1f, 0.1f, 1.0f}
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//#ifndef VITA
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float f;
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float f;
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int i;
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int i;
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@ -298,7 +298,13 @@ float *Fog_GetColor (void)
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//find closest 24-bit RGB value, so solid-colored sky can match the fog perfectly
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//find closest 24-bit RGB value, so solid-colored sky can match the fog perfectly
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for (i=0;i<3;i++)
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for (i=0;i<3;i++)
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c[i] = (float)(Q_rint(c[i] * 255)) / 255.0f;
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c[i] = (float)(Q_rint(c[i] * 255)) / 255.0f;
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//#endif
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// Dumb descrepancy with NX/VITA gl wrappings.
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#ifndef VITA
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for (i = 0; i < 3; i++)
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c[i] /= 64.0;
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#endif // VITA
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return c;
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return c;
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}
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}
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@ -364,7 +370,11 @@ void Fog_SetupFrame (void)
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e = -1;*/
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e = -1;*/
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glFogfv(GL_FOG_COLOR, Fog_GetColor());
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glFogfv(GL_FOG_COLOR, Fog_GetColor());
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#ifdef VITA
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glFogf(GL_FOG_DENSITY, fog_density_gl);
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glFogf(GL_FOG_DENSITY, fog_density_gl);
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#else
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glFogf(GL_FOG_DENSITY, fog_density_gl / 64.0);
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#endif // VITA
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glFogf(GL_FOG_START, fog_start);
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glFogf(GL_FOG_START, fog_start);
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glFogf(GL_FOG_END, fog_end);
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glFogf(GL_FOG_END, fog_end);
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//glFogf(GL_FOG_COLOR, *c);
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//glFogf(GL_FOG_COLOR, *c);
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