+
+ glShadeModel(GL_FLAT);
+ glEnable(GL_DEPTH_TEST);
+
+ /* makes particles blend with background */
+ if (!MI_IS_WIREFRAME(mi)||(!fs->np))
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+
+ /* fog stuff */
+ glEnable(GL_FOG);
+ glFogi(GL_FOG_MODE, GL_EXP);
+ glFogfv(GL_FOG_COLOR, fogcolor);
+ glFogf(GL_FOG_DENSITY, 0.03);
+ glHint(GL_FOG_HINT, GL_NICEST);
+
+ glPushMatrix();
+ glRotatef(current_device_rotation(), 0, 0, 1);