Fix glitching with q3 skies.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3345 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2009-08-12 08:12:36 +00:00
parent 9f20876069
commit f5e3d5e499

View file

@ -133,6 +133,7 @@ void GL_Warp_Init(void)
" vec4 clouds = texture2D(transt, tccoord);\n"
" gl_FragColor.rgb = solid*(1-clouds.a) + clouds.rgb*clouds.a;\n"
// " gl_FragColor.rgb = solid+clouds.rgb;\n"
"}\n"
"#endif\n"
;
@ -253,7 +254,7 @@ void EmitWaterPolys (msurface_t *fa, float basealpha)
{
if (waterprogram)
{
GL_DrawProgram_SkyChain(fa);
GL_DrawProgram_WaterChain(fa);
return;
}
r_waterlayers.value = 3;
@ -388,12 +389,13 @@ void GL_DrawSkyChain (msurface_t *s)
}
#endif
if (r_fastsky.value>0) //this is for visability only... we'd otherwise not stoop this low (and this IS low)
{
R_IBrokeTheArrays();
qglDisable(GL_BLEND);
qglDisable(GL_TEXTURE_2D);
qglDisable(GL_ALPHA_TEST);
if (r_fastsky.value>0) //this is for visability only... we'd otherwise not stoop this low (and this IS low)
{
qglDisable(GL_TEXTURE_2D);
qglColor3f(glskycolor[0], glskycolor[1], glskycolor[2]);
qglDisableClientState( GL_COLOR_ARRAY );
qglEnableClientState( GL_VERTEX_ARRAY );
@ -408,23 +410,29 @@ void GL_DrawSkyChain (msurface_t *s)
return;
}
if (skyprogram && !usingskybox)
if (s->texinfo->texture->shader)
{
//this is the only pathway that actually uses shaders properly
GL_DrawSkySphere(s);
}
else if (skyprogram && !usingskybox)
{
GL_DrawProgram_SkyChain(s);
return;
}
else
{
R_CalcSkyChainBounds(s);
#ifdef RGLQUAKE
#ifdef RGLQUAKE
if (usingskybox)
if (qrenderer == QR_OPENGL)
{
GL_DrawSkyBox (s);
GL_SkyForceDepth(s);
R_IBrokeTheArrays();
return;
}
#endif
#endif
if (*r_fastsky.string)
{
@ -436,6 +444,9 @@ void GL_DrawSkyChain (msurface_t *s)
GL_DrawSkySphere(s);
GL_SkyForceDepth(s);
}
}
R_IBrokeTheArrays();
}
#endif
@ -1105,20 +1116,32 @@ static void GL_DrawProgram_SkyChain(msurface_t *fa)
vbo_t *v;
mesh_t *m;
v = &fa->texinfo->texture->vbo;
qglUseProgramObjectARB(skyprogram);
qglUniform1fARB(skyprogram_time, cl.time);
qglUniform1fARB(skyprogram_time, r_refdef.time);
qglUniform3fvARB(skyprogram_eyepos, 1, r_origin);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, v->vboe);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, v->vbocoord);
qglVertexPointer(3, GL_FLOAT, 0, v->coord);
qglEnableClientState(GL_VERTEX_ARRAY);
if (fa->texinfo->texture->shader)
{
GL_MBind(mtexid0, fa->texinfo->texture->shader->passes[0].anim_frames[0]);
qglEnable(GL_TEXTURE_2D);
GL_MBind(mtexid1, fa->texinfo->texture->shader->passes[1].anim_frames[0]);
qglEnable(GL_TEXTURE_2D);
}
else
{
GL_MBind(mtexid0, fa->texinfo->texture->tn.base);
qglEnable(GL_TEXTURE_2D);
GL_MBind(mtexid1, fa->texinfo->texture->tn.fullbright);
qglEnable(GL_TEXTURE_2D);
}
for (; fa; fa = fa->texturechain)
{
@ -1146,6 +1169,7 @@ static void GL_DrawProgram_WaterChain(msurface_t *fa)
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, v->vboe);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, v->vbocoord);
qglVertexPointer(3, GL_FLOAT, 0, v->coord);
qglEnableClientState(GL_VERTEX_ARRAY);
GL_MBind(mtexid0, fa->texinfo->texture->tn.base);
qglEnable(GL_TEXTURE_2D);