reenabled hlbsp sky polygon rendering so that fogging works
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 18 Apr 2005 20:50:57 +0000 (20:50 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Mon, 18 Apr 2005 20:50:57 +0000 (20:50 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@5196 d7cf8633-e32d-0410-b094-e92efae38249

gl_rsurf.c

index 3a46cbf..1cb5146 100644 (file)
@@ -469,7 +469,7 @@ static void R_DrawSurfaceList(const entity_render_t *ent, texture_t *texture, in
                                R_Sky();
                }
                // LordHavoc: HalfLife maps have freaky skypolys...
-               if (!ent->model->brush.ishlbsp)
+               //if (!ent->model->brush.ishlbsp)
                {
                        R_Mesh_Matrix(&ent->matrix);
                        GL_Color(fogcolor[0], fogcolor[1], fogcolor[2], 1);