move the edge rendering code out of the poly rendering code to esure all lines

have a chance at getting drawn. Also, forgot to re-set the enter/leave fields.
This commit is contained in:
Bill Currie 2000-11-13 18:20:32 +00:00
parent d251d03252
commit 862caa1012

View file

@ -444,6 +444,7 @@ R_DrawSkyBoxPoly (glpoly_t *poly)
vec3_t t;
find_cube_vertex (prev_face, face, box[face].enter, t);
set_vertex(&box[prev_face].poly, t, prev_face);
box[prev_face].enter = -1;
} else {
box[prev_face].enter = -1;
box[prev_face].leave = face;
@ -452,6 +453,7 @@ R_DrawSkyBoxPoly (glpoly_t *poly)
vec3_t t;
find_cube_vertex (prev_face, face, box[face].leave, t);
set_vertex(&box[face].poly, t, face);
box[face].leave = -1;
} else {
box[face].enter = prev_face;
box[face].leave = -1;
@ -476,28 +478,6 @@ R_DrawSkyBoxPoly (glpoly_t *poly)
}
glEnd ();
}
glDisable (GL_TEXTURE_2D);
glColor3f (1, 1, 1);
glBegin (GL_LINES);
for (i=0; i<poly->numverts; i++) {
glVertex3fv (poly->verts[i]);
}
glVertex3fv (poly->verts[0]);
glEnd();
glColor3f (1, 0, 0);
for (i=0; i<6; i++) {
glBegin (GL_LINES);
for (j=0; j<4; j++) {
vec3_t v;
memcpy (v, &skyvec[i][j][2], sizeof(v));
VectorAdd (v, r_refdef.vieworg, v);
glVertex3fv (v);
}
glVertex3fv (&skyvec[i][0][2]);
glEnd ();
}
glColor3ubv (lighthalf_v);
glEnable (GL_TEXTURE_2D);
}
void
@ -513,13 +493,6 @@ R_DrawSkyDomePoly (glpoly_t *poly)
glVertex3fv (poly->verts[i]);
}
glEnd ();
glColor3f (1, 1, 1);
glBegin (GL_LINES);
for (i=0; i<poly->numverts; i++) {
glVertex3fv (poly->verts[i]);
}
glVertex3fv (poly->verts[0]);
glEnd ();
glEnable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
}
@ -527,25 +500,61 @@ R_DrawSkyDomePoly (glpoly_t *poly)
void
R_DrawSkyChain (msurface_t *sky_chain)
{
msurface_t *sc = sky_chain;
if (skyloaded) {
while (sky_chain) {
glpoly_t *p = sky_chain->polys;
while (sc) {
glpoly_t *p = sc->polys;
while (p) {
R_DrawSkyBoxPoly (p);
p = p->next;
}
sky_chain = sky_chain->texturechain;
sc = sc->texturechain;
}
} else {
while (sky_chain) {
glpoly_t *p = sky_chain->polys;
while (sc) {
glpoly_t *p = sc->polys;
while (p) {
R_DrawSkyDomePoly (p);
p = p->next;
}
sc = sc->texturechain;
}
}
#if 1
glDisable (GL_TEXTURE_2D);
glColor3f (1, 1, 1);
while (sky_chain) {
glpoly_t *p = sky_chain->polys;
while (p) {
int i;
glBegin (GL_LINES);
for (i=0; i<p->numverts; i++) {
glVertex3fv (p->verts[i]);
}
glVertex3fv (p->verts[0]);
glEnd();
p = p->next;
}
sky_chain = sky_chain->texturechain;
}
if (skyloaded) {
int i,j;
glColor3f (1, 0, 0);
for (i=0; i<6; i++) {
glBegin (GL_LINES);
for (j=0; j<4; j++) {
vec3_t v;
memcpy (v, &skyvec[i][j][2], sizeof(v));
VectorAdd (v, r_refdef.vieworg, v);
glVertex3fv (v);
}
glVertex3fv (&skyvec[i][0][2]);
glEnd ();
}
}
glColor3ubv (lighthalf_v);
glEnable (GL_TEXTURE_2D);
#endif
}