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- fixed: black fog does not mean FogColor == 0 because its alpha component is non-0
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@ -234,7 +234,7 @@ void PolymostRenderState::Apply(FRenderState& state, GLState& oldState)
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state.SetDepthFunc(DepthFunc);
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oldState.DepthFunc = DepthFunc;
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}
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bool foggy = (GLInterface.useMapFog || FogColor);
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bool foggy = (GLInterface.useMapFog || (FogColor & 0xffffff));
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// Disable brightmaps if non-black fog is used.
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if (!(Flags & RF_FogDisabled) && ShadeDiv >= 1 / 1000.f && foggy)
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{
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