// set up global fogging in worldspace (RSurf_FogVertex depends on this)
VectorCopy(r_refdef.view.origin, rsurface.localvieworigin);
+ rsurface.fograngerecip = r_refdef.fograngerecip;
R_Mesh_Matrix(&identitymatrix);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);