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Still some little improvements to flares.
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parent
d18f7bb738
commit
57cc0f901e
2 changed files with 8 additions and 1 deletions
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@ -354,13 +354,17 @@ void RB_RenderFlare( flare_t *f ) {
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VectorScale(f->color, f->drawIntensity * tr.identityLight * intensity, color);
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VectorScale(f->color, f->drawIntensity * tr.identityLight * intensity, color);
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// Calculations for fogging
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// Calculations for fogging
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if(f->fogNum)
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if(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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tess.fogNum = f->fogNum;
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tess.fogNum = f->fogNum;
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RB_CalcModulateColorsByFog(fogFactors);
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RB_CalcModulateColorsByFog(fogFactors);
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// We don't need to render the flare if colors are 0 anyways.
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if(!fogFactors[0] && !fogFactors[1] && !fogFactors[2])
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return;
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}
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}
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iColor[0] = color[0] * fogFactors[0];
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iColor[0] = color[0] * fogFactors[0];
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@ -3018,7 +3018,10 @@ static void CreateExternalShaders( void ) {
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int index;
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int index;
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for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
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for(index = 0; index < tr.flareShader->numUnfoggedPasses; index++)
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{
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tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
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tr.flareShader->stages[index]->adjustColorsForFog = ACFF_NONE;
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tr.flareShader->stages[index]->stateBits |= GLS_DEPTHTEST_DISABLE;
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}
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}
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}
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tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
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tr.sunShader = R_FindShader( "sun", LIGHTMAP_NONE, qtrue );
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