- changed handling of DynLight in shader to serve as a global dynamic light color for all lighting modes.

This commit is contained in:
Christoph Oelckers 2014-05-11 16:49:17 +02:00
commit 52056a05bd
12 changed files with 61 additions and 89 deletions

View file

@ -602,7 +602,7 @@ void GLSkyPortal::DrawContents()
{
gl_RenderState.EnableTexture(false);
foglayer=true;
glColor4f(FadeColor.r/255.0f,FadeColor.g/255.0f,FadeColor.b/255.0f,skyfog/255.0f);
gl_RenderState.SetColorAlpha(FadeColor, skyfog / 255.0f);
RenderDome(FNullTextureID(), NULL, 0, 0, false, CM_DEFAULT);
gl_RenderState.EnableTexture(true);
foglayer=false;