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clean up the math for id skys a little. doesn't fix the sillyness, but that's
caused by the deliberate texuture wrapping and I think gl isn't coping well with that when the texture coords wind up getting swapped due to the wrap.
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1 changed files with 7 additions and 7 deletions
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@ -661,13 +661,13 @@ EmitSkyPolys (float speedscale, msurface_t *fa)
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dir[2] *= 3; // flatten the sphere
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length = DotProduct (dir, dir);
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length = (6 * 63) / sqrt (length);
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length = 2.95 / sqrt (length);
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dir[0] *= length;
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dir[1] *= length;
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s = (speedscale + dir[0]) * (1.0 / 128.0);
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t = (speedscale + dir[1]) * (1.0 / 128.0);
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s = speedscale + dir[0];
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t = speedscale + dir[1];
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qfglTexCoord2f (s, t);
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qfglVertex3fv (v);
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@ -745,8 +745,8 @@ draw_id_sky_polys (msurface_t *sky_chain)
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msurface_t *sc = sky_chain;
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float speedscale;
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speedscale = r_realtime * 8;
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speedscale -= (int)speedscale & ~127 ;
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speedscale = r_realtime / 16;
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speedscale -= floor (speedscale);
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qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
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while (sc) {
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@ -757,8 +757,8 @@ draw_id_sky_polys (msurface_t *sky_chain)
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if (gl_skymultipass->int_val) {
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sc = sky_chain;
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speedscale = r_realtime * 16;
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speedscale -= (int)speedscale & ~127 ;
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speedscale = r_realtime / 8;
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speedscale -= floor (speedscale);
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qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
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while (sc) {
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