Fix multipass skydome rendering. Not sure layer speeds are right, but at least

they move at different speeds like they are supposed to.
This commit is contained in:
Ragnvald Maartmann-Moe IV 2004-02-24 20:53:09 +00:00
parent 44c89c1904
commit beeb1822b3

View file

@ -351,21 +351,21 @@ R_DrawSkyLayer (float speedscale)
static void
R_DrawSkyDome (void)
{
float speedscale; // for top sky and bottom sky
float speedscale; // for top sky and bottom sky
// base sky
qfglDisable (GL_BLEND);
qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
speedscale = r_realtime / 16;
speedscale -= floor (speedscale);;
speedscale = r_realtime / 16.0;
speedscale -= floor (speedscale);
R_DrawSkyLayer (speedscale);
qfglEnable (GL_BLEND);
// clouds
if (gl_sky_multipass->int_val) {
qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
speedscale = r_realtime / 16;
speedscale -= floor (speedscale);;
speedscale = r_realtime / 4.0;
speedscale -= floor (speedscale);
R_DrawSkyLayer (speedscale);
}
if (gl_sky_debug->int_val) {