Fix for HUD model shading oddities

git-svn-id: https://svn.eduke32.com/eduke32@269 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2006-08-19 01:28:59 +00:00
parent a7bad3d852
commit 16f520f2a1

View file

@ -4223,8 +4223,18 @@ void polymost_dorotatesprite (long sx, long sy, long z, short a, short picnum,
}
}
#if 0
if(!nofog)
{
i = klabs(tspr.shade);
bglFogf(GL_FOG_DENSITY,gvisibility/(tspr.shade<0?(shadetable[i]-glnegshadeoffset)*glnegshadescale:1)*(tspr.shade<0?1:shadetable[i]*glshadescale)*((float)((unsigned char)(sector[tspr.sectnum].visibility<240?sector[tspr.sectnum].visibility+16:sector[tspr.sectnum].visibility-239))));
}
mddraw(&tspr);
#else
if(!nofog) bglDisable(GL_FOG);
mddraw(&tspr);
if(!nofog) bglEnable(GL_FOG);
#endif
viewingrange = oldviewingrange;
gxyaspect = ogxyaspect;
globalshade = ogshade;