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922aa3ca8b
Implemented using GL_LINEAR fog. The only source of difference (besides the obvious indexed vs. true color) should now be the distance constant, which still had to be determined experimentally. Polymer implements this mode in its fog fragment program part. Parallaxed skies are always drawn with full visibility, I'm not sure if there are any maps that expect otherwise. Also, accidentally committed: factor out initialization code from polymost_printext256() into gen_font_glyph_tex(), small game.c changes. git-svn-id: https://svn.eduke32.com/eduke32@3301 1a8010ca-5511-0410-912e-c29ae57300e0 |
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eduke32 | ||
synthesis.sh |