uh, you don't want this yet. I'm screwing around with skyboxes and this

code doesn't work as advertised.  Reverting.
This commit is contained in:
Joseph Carter 2000-04-12 23:58:17 +00:00
parent d0fa63e804
commit 51e1267f45
1 changed files with 0 additions and 66 deletions

View File

@ -724,63 +724,6 @@ ClipSkyPolygon (int nump, vec3_t vecs, int stage) {
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
}
#if 0
void
EmitSkyboxPolys ( msurface_t *fa )
{
glpoly_t *p;
float *v;
int i, axis, nump;
float s, t;
vec3_t dir, av, vp;
float length;
// vec3_t verts[MAX_CLIP_VERTS];
for (p=fa->polys ; p ; p=p->next)
{
v=p->verts[0] ;
nump = p->numverts;
// decide which face it maps to
for (i=0, vp=vecs ; i<nump ; i++, vp+=3) {
VectorAdd (vp, v, v);
}
av[0] = fabs(v[0]);
av[1] = fabs(v[1]);
av[2] = fabs(v[2]);
if (av[0] > av[1] && av[0] > av[2]) {
axis = (v[0] < 0) ? 1 : 0;
} else if (av[1] > av[2] && av[1] > av[0]) {
axis = (v[1] < 0) ? 3 : 2;
} else {
axis = (v[2] < 0) ? 5 : 4;
}
glBegin (GL_POLYGON);
for (i=0,v=p->verts[0] ; i<p->numverts ; i++, v+=VERTEXSIZE)
{
VectorSubtract (v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = dir[0]*dir[0] + dir[1]*dir[1] + dir[2]*dir[2];
length = sqrt (length);
length = 6*63/length;
dir[0] *= length;
dir[1] *= length;
s = (speedscale + dir[0]) * (1.0/128);
t = (speedscale + dir[1]) * (1.0/128);
glTexCoord2f (s, t);
glVertex3fv (v);
}
glEnd ();
}
}
#endif
/*
R_DrawSkyChain
*/
@ -894,12 +837,6 @@ R_DrawSkyBox ( void )
glColor4f (1,1,1,0.5);
glDisable (GL_DEPTH_TEST);
#endif
// make sure skybox is always "infinite distance" from camera, maybe
// makes some of the ClipSkyPolygon stuff need to go away. --KB
glDepthRange (1.0, 1.0);
glDepthRange (1.0, 1.0);
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] >= skymaxs[0][i]
@ -920,9 +857,6 @@ R_DrawSkyBox ( void )
MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
glEnd ();
}
glDepthRange (0.0, 1.0); // we need our depth buffer ! --KB
#if 0
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);