colorscale = 1;
m.texrgbscale[0] = 0;
+ m.pointer_color = NULL;
- if (texture->skin.glow)
+ if (doglow)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
m.tex[0] = R_GetTexture(texture->skin.glow);
- m.pointer_color = NULL;
GL_Color(1, 1, 1, ent->alpha);
R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
m.tex[0] = R_GetTexture(texture->skin.fog);
- m.pointer_color = NULL;
GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], fog * ent->alpha);
R_Mesh_State(&m);
c_alias_polys += mesh->num_triangles;