VReaperV
VReaperV
Oh wait, I was looking at the wrong shader lol.
So this is the shader in question: ``` surfaceparm alphashadow cull none { map textures/snow/alpha_ice2s.tga blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA rgbGen vertex } ``` It might be that `alphashadow` is supposed to...
I've watched some wolf ET videos and it seems the icicles there are also rendered above fog, the only difference is ours are rendered darker for some reason (on the...
The shader is set to do rgbgen vertex, and these are the vertex colours used by those surfaces: With default overbright settings:  With `r_overbrightDefaultClamp on`:  So this has...
The first screenshot has the original vertex colours, so they're being rendered correctly based on that.
Closing since the original issue is a map/shader bug, not an engine one.
It's possible that the lights are added in those spots but the blending modes make the result look weird.
This seems to be happening in front of surfaces with alpha-test? Might be worth trying to visualise the depth buffer.
Btw does switching relief mapping affect it in any way?
> I don't think those low values are really written to the depth buffer as I can put a model in front of there and it displays fine. But wrong...