R_Mesh_TexCoordPointer(0, 2, particle_texcoord2f, 0, 0);
R_Mesh_ColorPointer(particle_color4f, 0, 0);
GL_DepthMask(false);
+ GL_DepthRange(0, 1);
GL_DepthTest(true);
GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
{
particletexture_t *tex;
const float *org;
- float up2[3], v[3], right[3], up[3], fog, ifog, cr, cg, cb, ca, size;
+ float up2[3], v[3], right[3], up[3], fog, cr, cg, cb, ca, size;
p = cl.particles + surfacelist[surfacelistindex];
}
if (r_refdef.fogenabled)
{
- fog = VERTEXFOGTABLE(VectorDistance(p->org, r_view.origin));
- ifog = 1 - fog;
- cr = cr * ifog;
- cg = cg * ifog;
- cb = cb * ifog;
+ fog = FogPoint_World(p->org);
+ cr = cr * fog;
+ cg = cg * fog;
+ cb = cb * fog;
if (blendmode == PBLEND_ALPHA)
{
+ fog = 1 - fog;
cr += r_refdef.fogcolor[0] * fog * r_view.colorscale;
cg += r_refdef.fogcolor[1] * fog * r_view.colorscale;
cb += r_refdef.fogcolor[2] * fog * r_view.colorscale;