mirror of
https://git.code.sf.net/p/quake/quakeforge
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f296cb897e
GL and GLSL were drawing the view model after particles instead of before. For GL, this is likely due to avoiding fog affecting the view model (which I think is not the right thing to do), and GLSL due to copying GL (because I had no idea at the time). This makes the two renderers consistent with the software renderers, and might even speed things up a little as that's one less set of blends to do when the particles are covered by the view model (I don't expect much difference). |
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.. | ||
gl_draw.c | ||
gl_dyn_lights.c | ||
gl_dyn_part.c | ||
gl_dyn_textures.c | ||
gl_fog.c | ||
gl_graph.c | ||
gl_lightmap.c | ||
gl_mod_alias.c | ||
gl_mod_iqm.c | ||
gl_mod_sprite.c | ||
gl_rmain.c | ||
gl_rmisc.c | ||
gl_rsurf.c | ||
gl_screen.c | ||
gl_sky.c | ||
gl_sky_clip.c | ||
gl_textures.c | ||
gl_warp.c | ||
namehack.h | ||
qfgl_ext.c | ||
vid_common_gl.c | ||
vtxarray.c |