if(r_refdef.fogenabled)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1 - FogForDistance(r_refdef.fog_end));
+ GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - FogForDistance(r_refdef.fog_end));
for (i = 0;i < 6;i++)
{
R_Mesh_TexBind(0, 0);
{
R_Mesh_TexBind(0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_Color(r_refdef.fogcolor[0] * r_view.colorscale, r_refdef.fogcolor[1] * r_view.colorscale, r_refdef.fogcolor[2] * r_view.colorscale, 1 - FogForDistance(r_refdef.fog_end));
+ GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1 - FogForDistance(r_refdef.fog_end));
GL_LockArrays(0, skysphere_numverts);
R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
GL_LockArrays(0, 0);