for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
static void RSurfShader_Wall_Vertex(msurface_t *firstsurf)
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
static void RSurfShader_Wall_Lightmap(msurface_t *firstsurf)
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else if (r_multitexture.integer)
{
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else
{
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
}
else if (firstsurf->currenttexture->fogtexture != NULL || currentrenderentity->alpha != 1 || currentrenderentity->effects & EF_ADDITIVE)
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else
{
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
else
{
for (surf = firstsurf;surf;surf = surf->chain)
if (surf->currenttexture->glowtexture)
RSurfShader_Wall_Pass_Glow(surf);
+ if (fogenabled)
+ for (surf = firstsurf;surf;surf = surf->chain)
+ RSurfShader_Wall_Pass_Fog(surf);
}
}
}
-static void RSurfShader_Wall_Fog(msurface_t *firstsurf)
-{
- msurface_t *surf;
- if (!fogenabled)
- return;
- for (surf = firstsurf;surf;surf = surf->chain)
- RSurfShader_Wall_Pass_Fog(surf);
-}
-
/*
=============================================================
goto loc1;
}
-Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright, RSurfShader_Wall_Fog}, NULL};
-Cshader_t Cshader_water = {{NULL, RSurfShader_Water, NULL}, NULL};
-Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL, NULL}, NULL};
+Cshader_t Cshader_wall_vertex = {{NULL, RSurfShader_Wall_Vertex}, NULL};
+Cshader_t Cshader_wall_lightmap = {{NULL, RSurfShader_Wall_Lightmap}, NULL};
+Cshader_t Cshader_wall_fullbright = {{NULL, RSurfShader_Wall_Fullbright}, NULL};
+Cshader_t Cshader_water = {{NULL, RSurfShader_Water}, NULL};
+Cshader_t Cshader_sky = {{RSurfShader_Sky, NULL}, NULL};
int Cshader_count = 5;
Cshader_t *Cshaders[5] =
if (!skyrendermasked)
R_DrawSurfaces(SHADERSTAGE_SKY);
R_DrawSurfaces(SHADERSTAGE_NORMAL);
- R_DrawSurfaces(SHADERSTAGE_FOG);
}