glEnable (GL_BLEND);
glDepthMask(0); // disable zbuffer updates
- VectorSubtract(org, r_refdef.vieworg, diff);
+ VectorSubtract(org, r_origin, diff);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
glDrawElements(GL_TRIANGLES, maliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) maliashdr + maliashdr->tridata));
glDepthMask(0); // disable zbuffer updates
{
vec3_t diff;
- VectorSubtract(org, r_refdef.vieworg, diff);
+ VectorSubtract(org, r_origin, diff);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
}
while(vertcount--)
{
c = *bonecounts++;
+ // FIXME: validate bonecounts at load time (must be >= 1)
if (c == 1)
{
matrix = &zymbonepose[vert->bonenum];
glEnable (GL_BLEND);
glDepthMask(0); // disable zbuffer updates
- VectorSubtract(org, r_refdef.vieworg, diff);
+ VectorSubtract(org, r_origin, diff);
glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
glVertexPointer(3, GL_FLOAT, 0, aliasvert);