//if (blendmode == PBLEND_ALPHA)
//{
// fog = 1 - fog;
- // cr += r_refdef.fogcolor[0] * fog * r_view.colorscale;
- // cg += r_refdef.fogcolor[1] * fog * r_view.colorscale;
- // cb += r_refdef.fogcolor[2] * fog * r_view.colorscale;
+ // cr += r_refdef.fogcolor[0] * fog;
+ // cg += r_refdef.fogcolor[1] * fog;
+ // cb += r_refdef.fogcolor[2] * fog;
//}
}
c4f[0] = c4f[4] = c4f[8] = c4f[12] = cr;
if (blendmode == PBLEND_ALPHA)
{
fog = 1 - fog;
- cr += r_refdef.fogcolor[0] * fog * r_view.colorscale;
- cg += r_refdef.fogcolor[1] * fog * r_view.colorscale;
- cb += r_refdef.fogcolor[2] * fog * r_view.colorscale;
+ cr += r_refdef.fogcolor[0] * fog;
+ cg += r_refdef.fogcolor[1] * fog;
+ cb += r_refdef.fogcolor[2] * fog;
}
}
c4f[0] = c4f[4] = c4f[8] = c4f[12] = cr;
R_Mesh_TexBind(0, R_GetTexture(fogtexture));
GL_BlendFunc(blendfunc1, GL_ONE);
fog = 1 - fog;
- GL_Color(r_refdef.fogcolor[0] * fog * r_view.colorscale, r_refdef.fogcolor[1] * fog * r_view.colorscale, r_refdef.fogcolor[2] * fog * r_view.colorscale, ca);
+ GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
}
if(r_refdef.fogenabled)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1 - FogForDistance(r_refdef.fog_end));
+ GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - FogForDistance(r_refdef.fog_end));
for (i = 0;i < 6;i++)
{
R_Mesh_TexBind(0, 0);
{
R_Mesh_TexBind(0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1 - FogForDistance(r_refdef.fog_end));
+ GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - FogForDistance(r_refdef.fog_end));
GL_LockArrays(0, skysphere_numverts);
R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
GL_LockArrays(0, 0);