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https://bitbucket.org/CPMADevs/cnq3
synced 2024-11-23 04:12:42 +00:00
fixed RB_CalcTurbulentTexCoords by using the correct vertex offset
it got broken with db4fb31658
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55ed0e80af
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3e0f5b2760
2 changed files with 7 additions and 4 deletions
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@ -25,6 +25,8 @@ chg: with r_backend GL3, depth fade with MSAA now requires GLSL 4.00 at a minimu
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chg: with r_backend GL3, alpha to coverage now requires GLSL 4.00 at a minimum
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fix: batched surfaces with "tcMod turb" would generate incorrect texture coordinates
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fix: throwing a fatal error when com_soundMegs is too low to load a map instead of freezing
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fix: /video produced .avi files that started with silence when they were not first in the sequence
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@ -830,10 +830,11 @@ static void RB_CalcEnvironmentTexCoords( float *st, int firstVertex, int numVert
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}
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static void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st, int numVertexes )
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static void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st, int firstVertex, int numVertexes )
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{
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int i;
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double now;
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vec4_t* const v = &tess.xyz[firstVertex];
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now = ( wf->phase + tess.shaderTime * wf->frequency );
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@ -842,8 +843,8 @@ static void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st, int numV
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float s = st[0];
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float t = st[1];
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st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
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st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
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st[0] = s + tr.sinTable[ ( ( int ) ( ( ( v[i][0] + v[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
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st[1] = t + tr.sinTable[ ( ( int ) ( ( v[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
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}
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}
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@ -1231,7 +1232,7 @@ void R_ComputeTexCoords( const shaderStage_t* pStage, stageVars_t& svars, int fi
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break;
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case TMOD_TURBULENT:
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RB_CalcTurbulentTexCoords( &pStage->texMods[i].wave, (float*)&svars.texcoords[firstVertex], numVertexes );
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RB_CalcTurbulentTexCoords( &pStage->texMods[i].wave, (float*)&svars.texcoords[firstVertex], firstVertex, numVertexes );
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break;
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case TMOD_ENTITY_TRANSLATE:
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