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Use q2-style skybox rotation.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1470 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2005-10-15 20:08:50 +00:00
parent 65c00d62b5
commit e3e01642bc

View file

@ -40,6 +40,9 @@ int solidskytexture;
int alphaskytexture;
float speedscale; // for top sky and bottom sky
float skyrotate;
vec3_t skyaxis;
qboolean usingskybox;
msurface_t *warpface;
@ -361,6 +364,9 @@ void GLR_SetSky(char *name, float rotate, vec3_t axis) //called from the client
{
reloadskybox = true;
}
skyrotate = rotate;
VectorCopy(axis, skyaxis);
}
vec3_t skyclip[6] = {
@ -787,6 +793,17 @@ void R_ClearSkyBox (void)
}
}
void R_ForceSkyBox (void)
{
int i;
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = -1;
skymaxs[0][i] = skymaxs[1][i] = 1;
}
}
void MakeSkyVec (float s, float t, int axis)
{
@ -808,7 +825,6 @@ void MakeSkyVec (float s, float t, int axis)
v[j] = -b[-k - 1];
else
v[j] = b[k - 1];
v[j] += r_origin[j];
}
// avoid bilerp seam
@ -843,6 +859,35 @@ void R_DrawSkyBox (msurface_t *s)
if (!usingskybox)
return;
if (skyrotate)
{
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] < skymaxs[0][i]
&& skymins[1][i] < skymaxs[1][i])
break;
skymins[0][i] = -1; //fully visible
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
if (i == 6)
return; //can't see anything
for ( ; i<6 ; i++)
{
skymins[0][i] = -1;
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
}
qglPushMatrix ();
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
if (skyrotate)
qglRotatef (cl.time * skyrotate, skyaxis[0], skyaxis[1], skyaxis[2]);
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] >= skymaxs[0][i]
@ -859,6 +904,8 @@ void R_DrawSkyBox (msurface_t *s)
qglEnd ();
}
qglPopMatrix ();
if (!cls.allow_skyboxes && s) //allow a little extra fps.
{
//write the depth correctly