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Corrects fog disabling when drawing fullbright shit. Fixes sky #93.
git-svn-id: https://svn.eduke32.com/eduke32@621 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 3 additions and 5 deletions
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@ -169,7 +169,7 @@ int r_vbocount = 64;
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// model animation smoothing cvar
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int r_animsmoothing = 1;
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static float fogresult, ofogresult, fogcol[4];
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static float fogresult, fogcol[4];
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// making this a macro should speed things up at the expense of code size
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#define fogcalc(shade, vis, pal) \
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@ -2159,13 +2159,11 @@ void drawpoly(double *dpx, double *dpy, int n, int method)
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{
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fullbrightdrawingpass = 2;
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shadeforfullbrightpass = globalshade; // save the current shade
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bglFogf(GL_FOG_DENSITY,0.0f); // no fog
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globalshade = -128; // fullbright
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ofogresult = fogresult;
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bglDisable(GL_FOG);
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drawpoly(dpx, dpy, n_, method_); // draw them afterwards, then. :)
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fogresult = ofogresult;
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bglEnable(GL_FOG);
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globalshade = shadeforfullbrightpass;
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bglFogf(GL_FOG_DENSITY, fogresult);
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fullbrightdrawingpass = 0;
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}
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return;
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