@@ -265,12 +265,6 @@ void obj_render_all(void (*render_function)(object *objp), bool *draw_viewer_las
265265 // get the fog values
266266 neb2_get_adjusted_fog_values (&fog_near, &fog_far, obj);
267267
268- // only reset fog if the fog mode has changed - since regenerating a fog table takes
269- // a bit of time
270- if ((fog_near != gr_screen.fog_near ) || (fog_far != gr_screen.fog_far )){
271- gr_fog_set (GR_FOGMODE_FOG , gr_screen.current_fog_color .red , gr_screen.current_fog_color .green , gr_screen.current_fog_color .blue , fog_near, fog_far);
272- }
273-
274268 // maybe skip rendering an object because its obscured by the nebula
275269 if (neb2_skip_render (obj, os->z )){
276270 continue ;
@@ -308,12 +302,6 @@ void obj_render_all(void (*render_function)(object *objp), bool *draw_viewer_las
308302 // get the fog values
309303 neb2_get_adjusted_fog_values (&fog_near, &fog_far, obj);
310304
311- // only reset fog if the fog mode has changed - since regenerating a fog table takes
312- // a bit of time
313- if ((GR_FOGMODE_FOG != gr_screen.current_fog_mode ) || (fog_near != gr_screen.fog_near ) || (fog_far != gr_screen.fog_far )) {
314- gr_fog_set (GR_FOGMODE_FOG , gr_screen.current_fog_color .red , gr_screen.current_fog_color .green , gr_screen.current_fog_color .blue , fog_near, fog_far);
315- }
316-
317305 // maybe skip rendering an object because its obscured by the nebula
318306 if (neb2_skip_render (obj, os->z )){
319307 continue ;
@@ -327,11 +315,6 @@ void obj_render_all(void (*render_function)(object *objp), bool *draw_viewer_las
327315
328316 batching_render_all ();
329317 batching_render_all (true );
330-
331- // if we're fullneb, switch off the fog effet
332- if ((The_mission.flags [Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE )){
333- gr_fog_set (GR_FOGMODE_NONE , 0 , 0 , 0 );
334- }
335318}
336319
337320void obj_render_queue_all ()
@@ -417,11 +400,6 @@ void obj_render_queue_all()
417400
418401 gr_reset_lighting ();
419402 gr_set_lighting (false , false );
420-
421- // if we're fullneb, switch off the fog effet
422- if ((The_mission.flags [Mission::Mission_Flags::Fullneb]) && (Neb2_render_mode != NEB2_RENDER_NONE )){
423- gr_fog_set (GR_FOGMODE_NONE , 0 , 0 , 0 );
424- }
425403
426404 batching_render_all ();
427405
0 commit comments