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Fix multipass skydome rendering. Not sure layer speeds are right, but at least
they move at different speeds like they are supposed to.
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1 changed files with 5 additions and 5 deletions
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@ -351,21 +351,21 @@ R_DrawSkyLayer (float speedscale)
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static void
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R_DrawSkyDome (void)
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{
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float speedscale; // for top sky and bottom sky
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float speedscale; // for top sky and bottom sky
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// base sky
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qfglDisable (GL_BLEND);
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qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
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speedscale = r_realtime / 16;
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speedscale -= floor (speedscale);;
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speedscale = r_realtime / 16.0;
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speedscale -= floor (speedscale);
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R_DrawSkyLayer (speedscale);
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qfglEnable (GL_BLEND);
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// clouds
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if (gl_sky_multipass->int_val) {
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qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
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speedscale = r_realtime / 16;
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speedscale -= floor (speedscale);;
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speedscale = r_realtime / 4.0;
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speedscale -= floor (speedscale);
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R_DrawSkyLayer (speedscale);
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}
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if (gl_sky_debug->int_val) {
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