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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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.. | ||
glsl_alias.c | ||
glsl_bsp.c | ||
glsl_draw.c | ||
glsl_fog.c | ||
glsl_iqm.c | ||
glsl_lightmap.c | ||
glsl_main.c | ||
glsl_particles.c | ||
glsl_screen.c | ||
glsl_shader.c | ||
glsl_sprite.c | ||
glsl_textures.c | ||
namehack.h | ||
qfglsl.c | ||
quakeforge.glsl | ||
vid_common_glsl.c |