float fog;
for (i = 0;i < numverts;i++, v += 3, c += 4)
{
- fog = FogPoint_Model(v);
+ fog = FogPoint_World(v);
c[0] = r * fog;
c[1] = g * fog;
c[2] = b * fog;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthRange(0, 1);
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(true);
if (r_lightningbeam_qmbtexture.integer && r_lightningbeamqmbtexture == NULL)
r_lightningbeams_setupqmbtexture();