}
}
+static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
+{
+ int texturesurfaceindex;
+ int i;
+ float f;
+ float *v, *c2;
+ for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+ {
+ const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
+ for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
+ {
+ f = FogPoint_Model(v);
+ c2[0] = 1;
+ c2[1] = 1;
+ c2[2] = 1;
+ c2[3] = 1;
+ }
+ }
+ rsurface.lightmapcolor4f = rsurface.array_color4f;
+ rsurface.lightmapcolor4f_bufferobject = 0;
+ rsurface.lightmapcolor4f_bufferoffset = 0;
+}
+
static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
int texturesurfaceindex;
rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
+ if(!rsurface.lightmapcolor4f)
+ RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
+
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
qboolean applycolor = true;