Properly terminate each fisheye quad strip.

The horizontal quad strips need to be rendered individually rather than as
one single strip. The latter results in ugly triangles crossing the screen.
This commit is contained in:
Bill Currie 2011-04-17 13:03:22 +09:00
parent b9d21cbe9a
commit 47e55fe1c6

View file

@ -898,9 +898,8 @@ R_InitFishEye (void)
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
qfglBegin (GL_QUAD_STRIP);
for (y = 0; y < gl_cube_map_size; y += gl_cube_map_step) {
qfglBegin (GL_QUAD_STRIP);
for (x = 0; x <= gl_cube_map_size; x += gl_cube_map_step) { // quad_strip, X should be inclusive
struct xyz *v = &FisheyeLookupTbl[x / gl_cube_map_step]
[y / gl_cube_map_step + 1];
@ -910,8 +909,8 @@ R_InitFishEye (void)
qfglTexCoord3f (v->x, v->y, v->z);
qfglVertex2i (x, y);
}
qfglEnd ();
}
qfglEnd ();
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
qfglEnable (GL_DEPTH_TEST);
qfglEndList ();