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Fix for HUD model shading oddities
git-svn-id: https://svn.eduke32.com/eduke32@269 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 11 additions and 1 deletions
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@ -4223,8 +4223,18 @@ void polymost_dorotatesprite (long sx, long sy, long z, short a, short picnum,
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}
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}
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#if 0
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if(!nofog)
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{
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i = klabs(tspr.shade);
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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))));
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}
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mddraw(&tspr);
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#else
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if(!nofog) bglDisable(GL_FOG);
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mddraw(&tspr);
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if(!nofog) bglEnable(GL_FOG);
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#endif
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viewingrange = oldviewingrange;
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gxyaspect = ogxyaspect;
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globalshade = ogshade;
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