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irrelevant comment updates.
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2 changed files with 5 additions and 3 deletions
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@ -484,7 +484,6 @@ void R_SetupGL (void)
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int scale;
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int scale;
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//johnfitz -- rewrote this section
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//johnfitz -- rewrote this section
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glMatrixMode(GL_PROJECTION);
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scale = CLAMP(1, (int)r_scale.value, 4); // ericw -- see R_ScaleView
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scale = CLAMP(1, (int)r_scale.value, 4); // ericw -- see R_ScaleView
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glViewport (glx + r_refdef.vrect.x,
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glViewport (glx + r_refdef.vrect.x,
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gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
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gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
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@ -492,10 +491,11 @@ void R_SetupGL (void)
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r_refdef.vrect.height / scale);
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r_refdef.vrect.height / scale);
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//johnfitz
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//johnfitz
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#if 1
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#if 1 //Spike: these should be equivelent. gpus tend not to use doubles in favour of speed, so no loss there.
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{
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{
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mat4_t mat;
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mat4_t mat;
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Matrix4_ProjectionMatrix(r_fovx, r_fovy, NEARCLIP, gl_farclip.value, false, frustum_skew, 0, mat);
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Matrix4_ProjectionMatrix(r_fovx, r_fovy, NEARCLIP, gl_farclip.value, false, frustum_skew, 0, mat);
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(mat);
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glLoadMatrixf(mat);
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Matrix4_ViewMatrix(r_refdef.viewangles, r_refdef.vieworg, mat);
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Matrix4_ViewMatrix(r_refdef.viewangles, r_refdef.vieworg, mat);
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@ -503,7 +503,8 @@ void R_SetupGL (void)
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glLoadMatrixf(mat);
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glLoadMatrixf(mat);
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}
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}
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#else
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#else
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//glLoadIdentity ();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
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GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
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// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
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// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
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@ -856,6 +856,7 @@ void Matrix4_ProjectionMatrix(float fovx, float fovy, float neard, float fard, q
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out[6] = 0;
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out[6] = 0;
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if (fard < neard)
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if (fard < neard)
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{ //fiddle with the far clip plane to make it rather large
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{ //fiddle with the far clip plane to make it rather large
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//depth precision is non-linear, decaying with distance relative to the near clip plane, a closer near plane degrades precision faster, so an 'infinite' far clip plane doesn't actually hurt typical precision all that much, at least with a 24bit depth buffer.
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const double epsilon = 1.0/(1<<22);
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const double epsilon = 1.0/(1<<22);
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out[10] = epsilon-1;
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out[10] = epsilon-1;
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out[14] = (epsilon-(df-dn))*neard;
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out[14] = (epsilon-(df-dn))*neard;
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