global.fog[0] = false; gpu_set_fog(global.fog); var skybox_matrix = matrix_build( x, y, z, 0, 0, 0, 1, 1, 1 ); matrix_set( matrix_world, skybox_matrix ); vertex_submit( b_face, pr_trianglelist, sprite_get_texture(b_tex, 0) ); vertex_submit( t_face, pr_trianglelist, sprite_get_texture(t_tex, 0) ); vertex_submit( n_face, pr_trianglelist, sprite_get_texture(n_tex, 0) ); vertex_submit( s_face, pr_trianglelist, sprite_get_texture(s_tex, 0) ); vertex_submit( w_face, pr_trianglelist, sprite_get_texture(w_tex, 0) ); vertex_submit( e_face, pr_trianglelist, sprite_get_texture(e_tex, 0) ); matrix_set( matrix_world, matrix_build_identity() ); global.fog[0] = true; gpu_set_fog(global.fog);