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smcv pushed a commit to annotated tag 1.42d
in repository iortcw.

commit 84cdc1aab8c27d8edd92c695b0d33db2a0c620f8
Author: MAN-AT-ARMS <m4n4t4...@gmail.com>
Date:   Mon Nov 23 19:32:23 2015 -0500

    All: Don't fog the 2D items in OpenGL1
---
 MP/code/renderer/tr_shade.c | 4 ++++
 SP/code/renderer/tr_shade.c | 4 ++++
 2 files changed, 8 insertions(+)

diff --git a/MP/code/renderer/tr_shade.c b/MP/code/renderer/tr_shade.c
index 7d3bcd9..edabc76 100644
--- a/MP/code/renderer/tr_shade.c
+++ b/MP/code/renderer/tr_shade.c
@@ -413,6 +413,8 @@ static void DrawMultitextured( shaderCommands_t *input, int 
stage ) {
                R_FogOn();
        } else if ( tess.shader->noFog && !pStage->isFogged ) {
                R_FogOff(); // turn it back off
+       } else if ( backEnd.projection2D ) {
+               R_FogOff();
        } else {    // make sure it's on
                R_FogOn();
        }
@@ -1391,6 +1393,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t 
*input ) {
                                R_FogOn();
                        } else if ( tess.shader->noFog && !pStage->isFogged ) {
                                R_FogOff(); // turn it back off
+                       } else if ( backEnd.projection2D ) {
+                               R_FogOff();
                        } else {    // make sure it's on
                                R_FogOn();
                        }
diff --git a/SP/code/renderer/tr_shade.c b/SP/code/renderer/tr_shade.c
index 65afdba..e884a26 100644
--- a/SP/code/renderer/tr_shade.c
+++ b/SP/code/renderer/tr_shade.c
@@ -417,6 +417,8 @@ static void DrawMultitextured( shaderCommands_t *input, int 
stage ) {
                R_FogOn();
        } else if ( tess.shader->noFog && !pStage->isFogged ) {
                R_FogOff(); // turn it back off
+       } else if ( backEnd.projection2D ) {
+               R_FogOff();
        } else {    // make sure it's on
                R_FogOn();
        }
@@ -1396,6 +1398,8 @@ static void RB_IterateStagesGeneric( shaderCommands_t 
*input ) {
                                R_FogOn();
                        } else if ( tess.shader->noFog && !pStage->isFogged ) {
                                R_FogOff(); // turn it back off
+                       } else if ( backEnd.projection2D ) {
+                               R_FogOff();
                        } else {    // make sure it's on
                                R_FogOn();
                        }

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