don't subdivide sky polys. we don't need it and it only slows us down

This commit is contained in:
Bill Currie 2000-12-02 07:41:47 +00:00
parent e8da8add75
commit 7623a08ada
2 changed files with 2 additions and 6 deletions

View file

@ -1296,8 +1296,6 @@ void GL_BuildLightmaps (void)
{ {
if ( m->surfaces[i].flags & SURF_DRAWTURB ) if ( m->surfaces[i].flags & SURF_DRAWTURB )
continue; continue;
if ( m->surfaces[i].flags & SURF_DRAWSKY )
continue;
GL_CreateSurfaceLightmap (m->surfaces + i); GL_CreateSurfaceLightmap (m->surfaces + i);
BuildSurfaceDisplayList (m->surfaces + i); BuildSurfaceDisplayList (m->surfaces + i);
} }

View file

@ -597,14 +597,12 @@ void Mod_LoadFaces (lump_t *l)
if (!strncmp(out->texinfo->texture->name,"sky",3)) // sky if (!strncmp(out->texinfo->texture->name,"sky",3)) // sky
{ {
void BuildSurfaceDisplayList (msurface_t*);
out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED); out->flags |= (SURF_DRAWSKY | SURF_DRAWTILED);
#ifndef QUAKE2
GL_SubdivideSurface (out); // cut up polygon for warps
#endif
continue; continue;
} }
if (!strncmp(out->texinfo->texture->name,"*",1)) // turbulent if (out->texinfo->texture->name[0] == '*') // turbulent
{ {
out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED); out->flags |= (SURF_DRAWTURB | SURF_DRAWTILED);
for (i=0 ; i<2 ; i++) for (i=0 ; i<2 ; i++)