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add gl_skymultipass to conroll whether the skydome is single or double pass.
Currently defaults to 1 (multipass, ie old behaviour).
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4 changed files with 13 additions and 7 deletions
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@ -225,6 +225,7 @@ extern cvar_t *gl_max_size;
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extern cvar_t *gl_playermip;
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extern cvar_t *r_skyname;
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extern cvar_t *gl_skymultipass;
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extern int mirrortexturenum; // quake texturenum, not gltexturenum
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extern qboolean mirror;
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@ -122,6 +122,7 @@ cvar_t *gl_reporttjunctions;
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cvar_t *gl_particles;
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cvar_t *r_skyname;
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cvar_t *gl_skymultipass;
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extern cvar_t *scr_fov;
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@ -272,6 +272,8 @@ void R_Init (void)
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r_skyname = Cvar_Get("r_skyname", "none", CVAR_NONE,
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"name of the current skybox");
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gl_skymultipass = Cvar_Get("gl_skymultipass", "1", CVAR_NONE,
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"controls wether the skydome is single or double pass");
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R_InitBubble();
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@ -754,6 +754,7 @@ R_DrawSkyDome (void)
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glEnable (GL_BLEND);
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// clouds
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if (gl_skymultipass->value) {
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glBindTexture (GL_TEXTURE_2D, alphaskytexture);
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domescale[0] = 512;
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domescale[1] = 512;
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@ -761,6 +762,7 @@ R_DrawSkyDome (void)
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speedscale = realtime*16;
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speedscale -= (int)speedscale & ~127;
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R_DrawSkyLayer (speedscale);
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}
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// glDisable (GL_BLEND);
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glColor3f (1,1,1);
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