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authorthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-12-15 13:46:13 +0000
committerthilo <thilo@edf5b092-35ff-0310-97b2-ce42778d08ea>2006-12-15 13:46:13 +0000
commit524b203a3536dd1c2e1d0d10e56bf282e5df7e70 (patch)
treec55f9b4fb80c44949071204519b2856263e688d1 /code
parent04192d972808cbccabcbdb839554704243e13ad2 (diff)
downloadioquake3-aero-524b203a3536dd1c2e1d0d10e56bf282e5df7e70.tar.gz
ioquake3-aero-524b203a3536dd1c2e1d0d10e56bf282e5df7e70.zip
Fix annoying bug where transparent surfaces wouldn't draw over skyboxes. Thanks to Stefan Langer a.k.a. #@ for providing the fix.
git-svn-id: svn://svn.icculus.org/quake3/trunk@1013 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code')
-rw-r--r--code/renderer/tr_shader.c3
1 files changed, 1 insertions, 2 deletions
diff --git a/code/renderer/tr_shader.c b/code/renderer/tr_shader.c
index dac45ee..58bb103 100644
--- a/code/renderer/tr_shader.c
+++ b/code/renderer/tr_shader.c
@@ -2282,9 +2282,8 @@ static shader_t *FinishShader( void ) {
shader.numUnfoggedPasses = stage;
// fogonly shaders don't have any normal passes
- if ( stage == 0 ) {
+ if (stage == 0 && !shader.isSky)
shader.sort = SS_FOG;
- }
// determine which stage iterator function is appropriate
ComputeStageIteratorFunc();