diff --git a/src/gl/data/gl_data.cpp b/src/gl/data/gl_data.cpp index 6aa05c64ad..735ef04390 100644 --- a/src/gl/data/gl_data.cpp +++ b/src/gl/data/gl_data.cpp @@ -207,6 +207,7 @@ struct FGLROptions : public FOptionalMapinfoData fogdensity = 0; outsidefogdensity = 0; skyfog = 0; + brightfog = false; lightmode = -1; nocoloredspritelighting = -1; notexturefill = -1; diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index 67950ce0ef..42397166ba 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -279,11 +279,10 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) } - // Korshun: fullbright fog in opengl, render weapon sprites fullbright. + // Korshun: fullbright fog in opengl, render weapon sprites fullbright (but don't cancel out the light color!) if (glset.brightfog && ((level.flags&LEVEL_HASFADETABLE) || cm.FadeColor != 0)) { lightlevel = 255; - statebright[0] = statebright[1] = true; } PalEntry ThingColor = (playermo->RenderStyle.Flags & STYLEF_ColorIsFixed) ? playermo->fillcolor : 0xffffff;