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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.
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1 changed files with 2 additions and 3 deletions
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@ -898,9 +898,8 @@ R_InitFishEye (void)
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qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
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qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
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qfglBegin (GL_QUAD_STRIP);
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for (y = 0; y < gl_cube_map_size; y += gl_cube_map_step) {
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qfglBegin (GL_QUAD_STRIP);
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for (x = 0; x <= gl_cube_map_size; x += gl_cube_map_step) { // quad_strip, X should be inclusive
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struct xyz *v = &FisheyeLookupTbl[x / gl_cube_map_step]
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[y / gl_cube_map_step + 1];
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@ -910,8 +909,8 @@ R_InitFishEye (void)
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qfglTexCoord3f (v->x, v->y, v->z);
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qfglVertex2i (x, y);
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}
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qfglEnd ();
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}
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qfglEnd ();
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qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
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qfglEnable (GL_DEPTH_TEST);
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qfglEndList ();
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