GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
GL_DepthMask(false);
GL_DepthTest(true);
+ GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
R_Mesh_Matrix(&identitymatrix);
R_Mesh_ColorPointer(NULL);
{
const explosion_t *e = explosion + surfacelist[surfacelistindex];
R_Mesh_VertexPointer(e->vert[0]);
- GL_Color(e->alpha, e->alpha, e->alpha, 1);
+ // FIXME: fixed function path can't properly handle r_view.colorscale > 1
+ GL_Color(e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, 1);
GL_LockArrays(0, numverts);
R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0]);
GL_LockArrays(0, 0);