Dabb, try this...

This commit is contained in:
Joseph Carter 2000-06-17 12:37:28 +00:00
parent ee3f88d57d
commit 6d62a506b2

View file

@ -120,7 +120,6 @@ cvar_t *gl_finish;
cvar_t *r_skyname;
extern cvar_t *gl_ztrick;
extern cvar_t *scr_fov;
extern byte gammatable[256];
@ -1042,47 +1041,13 @@ R_Clear
*/
void R_Clear (void)
{
if (r_mirroralpha->value != 1.0)
{
if (gl_clear->value)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 0.5;
glDepthFunc (GL_LEQUAL);
}
else if (gl_ztrick->value)
{
static int trickframe;
if (gl_clear->value)
glClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
glDepthFunc (GL_LEQUAL);
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
glDepthFunc (GL_GEQUAL);
}
}
if (gl_clear->value)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
{
if (gl_clear->value)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
}
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
glDepthRange (gldepthmin, gldepthmax);
}