float FogPoint_World(const vec3_t p);
float FogPoint_Model(const vec3_t p);
+float FogForDistance(vec_t dist);
typedef struct r_refdef_stats_s
{
rtlight_t lights[MAX_DLIGHTS];
int numlights;
+ // intensities for light styles right now, controls rtlights
+ float rtlightstylevalue[256]; // float fraction of base light value
// 8.8bit fixed point intensities for light styles
- // controls intensity of dynamic lights and lightmap layers
- unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
+ // controls intensity lightmap layers
+ unsigned short lightstylevalue[256]; // 8.8 fraction of base light value
vec3_t fogcolor;
vec_t fogrange;
float fog_red;
float fog_green;
float fog_blue;
+ float fog_start, fog_end;
qboolean fogenabled;
qboolean oldgl_fogenable;