Happens in OpenGL. In D3D9 doesn't seem to happen, odd.
Still testing what causes fog to be rendered "behind" water, like in the intro map, the fog when the camera flies under the bridge seems to "clip" behind the water. Also in some maps I see fire textures being rendered behind masked textures, like grates. Something with z-buffer I think.
D3D9 renders darker, like opengl with OneXblending enabled. But I don't use D3D9 because I see ugly color banding on the menu and because gamma seems to lock under D3D9.


