git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7876
d7cf8633-e32d-0410-b094-
e92efae38249
float fog = 1.0f;
float vertex3f[12];
- if (r_refdef.fogenabled)
+ if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
fog = FogPoint_World(origin);
R_Mesh_Matrix(&identitymatrix);
vec3_t o, l, u;
#endif
R_UpdateTextureInfo(ent, texture);
+
+ // SPR_LABEL should not use depth test AT ALL
+ if(model->sprite.sprnum_type == SPR_LABEL || model->sprite.sprnum_type == SPR_LABEL_SCALE)
+ if(texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE)
+ texture->currentmaterialflags = (texture->currentmaterialflags & ~MATERIALFLAG_SHORTDEPTHRANGE) | MATERIALFLAG_NODEPTHTEST;
+
if(edge)
{
// FIXME:: save vectors/origin and re-rotate? necessary if the hotspot can change per frame