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- always use the containing sector's fog when rendering sprites.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value. Currently this only has an effect in true color rendering mode.
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7 changed files with 41 additions and 22 deletions
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@ -1494,6 +1494,7 @@ static int32_t polymost_md3draw(md3model_t *m, tspriteptr_t tspr)
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}
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#endif
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int palid = TRANSLATION(Translation_Remap + curbasepal, globalpal);
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GLInterface.SetFade(sector[tspr->sectnum].floorpal);
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GLInterface.SetTexture(-1, tex, palid, CLAMP_XY);
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if (tspr->clipdist & TSPR_FLAGS_MDHACK)
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