converted vertex fogging to use a fogtable array which matches the fog texture
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 29 Oct 2005 06:51:14 +0000 (06:51 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Sat, 29 Oct 2005 06:51:14 +0000 (06:51 +0000)
commit6ede411d2e01c293e840313a7409bb331ed1b97b
treefeaedd6b54cf46eac7d3f2261c6745e7bcc53285
parent4b9fb5c623dc4ebd8e10213af3edbcaea2e62fb7
converted vertex fogging to use a fogtable array which matches the fog texture
enabled fog texturing on GLSL lighting path (dot3 path and vertex path still need work)
changed EyeVector/LightVector in GLSL shader back to full fp32 precision because at fp16 the vectors were reaching infinity at only a few meters, which obviously broke fogging

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5780 d7cf8633-e32d-0410-b094-e92efae38249
cl_particles.c
gl_backend.c
gl_rmain.c
r_crosshairs.c
r_light.c
r_lightning.c
r_shadow.c
r_sprites.c
render.h