enable the mirror code. no idea how well it works

This commit is contained in:
Bill Currie 2001-05-14 20:49:18 +00:00
parent 1b74d305a8
commit 86d76ed39a

View file

@ -1059,8 +1059,28 @@ R_Clear (void)
glDepthRange (gldepthmin, gldepthmax);
}
void
R_RenderScene (void)
{
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_PushDlights (vec3_origin);
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
R_RenderDlights ();
}
#if 0 // !!! FIXME, Zoid, mirror is disabled for now
void
R_Mirror (void)
{
@ -1101,7 +1121,7 @@ R_Mirror (void)
gldepthmin = 0;
gldepthmax = 0.5;
gldepthmax = 1;//XXX 0.5;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
@ -1123,7 +1143,6 @@ R_Mirror (void)
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
glColor4f (1, 1, 1, 1);
}
#endif
/*
@ -1147,23 +1166,7 @@ R_RenderView (void)
R_Clear ();
// render normal view
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_PushDlights (vec3_origin);
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
R_RenderDlights ();
R_RenderScene ();
R_DrawWaterSurfaces ();
@ -1174,5 +1177,5 @@ R_RenderView (void)
R_DrawViewModel ();
// render mirror view
// R_Mirror ();
R_Mirror ();
}