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Don't try to fog flares with fogNum 0
fogNum 0 means no fog. Shaders don't try to apply fog color if fogNum is 0. This was done to make things more consistent and fix a crash in iortcw MP using a user made map on GNU/Linux x86_64.
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7b15415042
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2 changed files with 4 additions and 4 deletions
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@ -352,8 +352,8 @@ void RB_RenderFlare( flare_t *f ) {
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VectorScale(f->color, f->drawIntensity * intensity, color);
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VectorScale(f->color, f->drawIntensity * intensity, color);
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// Calculations for fogging
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// Calculations for fogging
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if(tr.world && f->fogNum < tr.world->numfogs)
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if(tr.world && f->fogNum > 0 && f->fogNum < tr.world->numfogs)
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{
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{
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tess.numVertexes = 1;
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tess.numVertexes = 1;
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VectorCopy(f->origin, tess.xyz[0]);
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VectorCopy(f->origin, tess.xyz[0]);
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@ -352,8 +352,8 @@ void RB_RenderFlare( flare_t *f ) {
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VectorScale(f->color, f->drawIntensity * intensity, color);
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VectorScale(f->color, f->drawIntensity * intensity, color);
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// Calculations for fogging
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// Calculations for fogging
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if(tr.world && f->fogNum < tr.world->numfogs)
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if(tr.world && f->fogNum > 0 && f->fogNum < tr.world->numfogs)
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{
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{
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tess.numVertexes = 1;
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tess.numVertexes = 1;
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VectorCopy(f->origin, tess.xyz[0]);
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VectorCopy(f->origin, tess.xyz[0]);
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