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-rw-r--r--src/renderergl1/tr_image.c12
1 files changed, 0 insertions, 12 deletions
diff --git a/src/renderergl1/tr_image.c b/src/renderergl1/tr_image.c
index d043b80d..6f58a5b2 100644
--- a/src/renderergl1/tr_image.c
+++ b/src/renderergl1/tr_image.c
@@ -900,7 +900,6 @@ image_t *R_CreateImage( const char *name, byte *pic, int width, int height,
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
- // FIXME: this stops fog from setting border color?
glState.currenttextures[glState.currenttmu] = 0;
qglBindTexture( GL_TEXTURE_2D, 0 );
@@ -1169,7 +1168,6 @@ static void R_CreateFogImage( void ) {
int x,y;
byte *data;
float d;
- float borderColor[4];
data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
@@ -1184,18 +1182,8 @@ static void R_CreateFogImage( void ) {
data[(y*FOG_S+x)*4+3] = 255*d;
}
}
- // standard openGL clamping doesn't really do what we want -- it includes
- // the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
- // what we want.
tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
ri.Hunk_FreeTempMemory( data );
-
- borderColor[0] = 1.0;
- borderColor[1] = 1.0;
- borderColor[2] = 1.0;
- borderColor[3] = 1;
-
- qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
}
/*