r_fog now specifies the fog density, and i moved the color back to white.

This is a minor change, I wasn't gonna do it but several users wanted it..
-- Eric Windisch
This commit is contained in:
Eric Windisch 2000-01-20 04:11:12 +00:00
parent 28a832f5ac
commit c2ac36e5ca

View file

@ -978,7 +978,7 @@ R_RenderView ( void ) {
double time1 = 0, time2 = 0;
// Fixme: the last argument should be a cvar... r_fog_gamma
GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.1};
GLfloat colors[4] = {(GLfloat) 1.0, (GLfloat) 1.0, (GLfloat) 1, (GLfloat) 0.1};
if (r_norefresh.value)
return;
@ -1000,8 +1000,11 @@ R_RenderView ( void ) {
R_Clear ();
// render normal view
/*
// The volume fog probally will not work yet :)
#ifdef _EXPERIMENTAL_
/*
// Fixme!!
// The volume fog will not work as is :)
if(r_volfog.value)
{
@ -1028,15 +1031,15 @@ R_RenderView ( void ) {
glDisable(GL_DEPTH_TEST);
}
*/
#endif
if (r_fog.value) { // FIXME: would be nice if the user could select what fogmode... (r_fog_mode)
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors);
// fixme: GL_FOG_DENSITY should have r_fog_density var
glFogf (GL_FOG_DENSITY, .0005);
glFogf (GL_FOG_DENSITY, (GLfloat) r_fog.value);
glEnable(GL_FOG);
}
glEnable(GL_STEREO);
R_RenderScene ();
R_DrawViewModel ();