break;
}
case fogDensity:
- value *= nearPlane;
- glFogf(GL_FOG_DENSITY, *(float *)(void *)&value);
+ glFogf(GL_FOG_DENSITY, (float)(RenderStateFloat { value }.f * nearPlane));
break;
case blend:
if(value) glEnable(GL_BLEND); else glDisable(GL_BLEND);