Reduce code duplication, kill a function used by only one caller.

Also disables a workaround for "interpolation seams" that I believe to be an old DRI bug. If anyone has skybox (not dome!) seams, try altering the ftc `if 0` to `if 1`.
This commit is contained in:
Ragnvald Maartmann-Moe IV 2003-01-07 22:12:54 +00:00
parent 9538e009b7
commit d2820cd857

View file

@ -109,16 +109,11 @@ R_LoadSkys (const char *skyname)
Con_Printf ("Unable to load skybox %s, using normal sky\n", skyname);
}
static inline void
R_SkyBoxPolyVec (vec5_t v)
{
// avoid interpolation seams
qfglTexCoord2fv (v);
qfglVertex3f (r_refdef.vieworg[0] + v[2], r_refdef.vieworg[1] + v[3],
r_refdef.vieworg[2] + v[4]);
}
#define ftc(x) (x * (254.0/256.0) + (1.0/256.0))
#if 0
#define ftc(x) (x * (254.0/256.0) + (1.0/256.0)) // avoid interpolation seams
#else
#define ftc(x) (x) // what seams?
#endif
vec5_t skyvec[6][4] = {
{
// right +y
@ -170,21 +165,22 @@ R_DrawSkyBox (void)
{
int i, j;
qfglDisable (GL_DEPTH_TEST);
qfglDepthMask (GL_FALSE);
for (i = 0; i < 6; i++) {
qfglBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
qfglBegin (GL_QUADS);
for (j = 0; j < 4; j++)
R_SkyBoxPolyVec (skyvec[i][j]);
for (j = 0; j < 4; j++) {
float *v = (float *) skyvec[i][j];
qfglTexCoord2fv (v);
qfglVertex3f (r_refdef.vieworg[0] + v[2],
r_refdef.vieworg[1] + v[3],
r_refdef.vieworg[2] + v[4]);
}
qfglEnd ();
}
qfglDepthMask (GL_TRUE);
qfglEnable (GL_DEPTH_TEST);
}
vec3_t domescale;
vec3_t domescale = {512.0, 512.0, 128.0};
static void
R_DrawSkyLayer (float s)
@ -211,7 +207,7 @@ R_DrawSkyLayer (float s)
v[1] = a1y * x;
v[2] = y * domescale[2];
qfglTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
(v[1] + s) * (1.0 / 128.0));
qfglVertex3f (v[0] + r_refdef.vieworg[0], v[1] +
r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
@ -219,13 +215,13 @@ R_DrawSkyLayer (float s)
v[1] = a2y * x;
v[2] = y * domescale[2];
qfglTexCoord2f ((v[0] + s) * (1.0 / 128.0),
(v[1] + s) * (1.0 / 128.0));
(v[1] + s) * (1.0 / 128.0));
qfglVertex3f (v[0] + r_refdef.vieworg[0], v[1] +
r_refdef.vieworg[1], v[2] + r_refdef.vieworg[2]);
}
qfglTexCoord2f (0.5 + s * (1.0 / 128.0), 0.5 + s * (1.0 / 128.0));
qfglVertex3f (r_refdef.vieworg[0],
r_refdef.vieworg[1], r_refdef.vieworg[2] - domescale[2]);
qfglVertex3f (r_refdef.vieworg[0], r_refdef.vieworg[1],
r_refdef.vieworg[2] - domescale[2]);
qfglEnd ();
}
}
@ -235,16 +231,9 @@ R_DrawSkyDome (void)
{
float speedscale; // for top sky and bottom sky
qfglDisable (GL_DEPTH_TEST);
qfglDepthMask (GL_FALSE);
qfglDisable (GL_BLEND);
// base sky
qfglDisable (GL_BLEND);
qfglBindTexture (GL_TEXTURE_2D, solidskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = r_realtime * 8;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
@ -253,25 +242,23 @@ R_DrawSkyDome (void)
// clouds
if (gl_sky_multipass->int_val) {
qfglBindTexture (GL_TEXTURE_2D, alphaskytexture);
domescale[0] = 512;
domescale[1] = 512;
domescale[2] = 128;
speedscale = r_realtime * 16;
speedscale -= (int) speedscale & ~127;
R_DrawSkyLayer (speedscale);
}
qfglDepthMask (GL_TRUE);
qfglEnable (GL_DEPTH_TEST);
}
inline void
R_DrawSky (void)
{
qfglDisable (GL_DEPTH_TEST);
qfglDepthMask (GL_FALSE);
if (skyloaded)
R_DrawSkyBox ();
else
R_DrawSkyDome ();
qfglDepthMask (GL_TRUE);
qfglEnable (GL_DEPTH_TEST);
}
/*