gonfactor and mod_q3shader_default_polygonoffset controls default values. [edit] dpTransparentSort <sort>
Rendering of blended materials requires software sorting to keep the depth order of geometry. This keyword changes default distance sorting to allow for special effects.
distance : default distance-based sorting hud : this surface will always be ontop of all another blended materials sky : opposite to hud, this surface
didnt wrk // color ontop through the fog mask texture // // if this is an additive blended material, all the earlier passes // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->fogtexture, &t->currenttexmatrix, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], t->lightmapcolor[3]); } } //XXXXX COLORTINTHACK? R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, 1, 0, 1, t->lightmapcolor[3]); //XXXXX return t->currentframe; }