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Clearify skybox layout.
Turns out quake skynames have left and right backwards.
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1 changed files with 8 additions and 7 deletions
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@ -1280,14 +1280,15 @@ R_LoadSkys (const char *sky)
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int i;
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int i;
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// NOTE: quake's world and GL's world are rotated relative to each other
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// NOTE: quake's world and GL's world are rotated relative to each other
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// quake has x right, y in, z up. gl has x right, y up, z out
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// quake has x right, y in, z up. gl has x right, y up, z out
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static const char *sky_suffix[] = { "ft", "bk", "lf", "rt", "up", "dn"};
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// However, skymaps have lf and rt swapped :/ lf rt
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static const char *sky_suffix[] = { "ft", "bk", "rt", "lf", "up", "dn"};
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static int sky_target[] = {
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static int sky_target[] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_X,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X, // front
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X, // back
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z, // left (normally -ve Z, see shader)
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, // right (normally +ve Z, see shader)
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y, // up
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, // down
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};
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};
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if (!sky || !*sky)
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if (!sky || !*sky)
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