quakeforge/include/QF/GL/qf_sky.h
Bill Currie 5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
While the scheme of using our own allocated did work just fine, fisheye
rendering uses glGenTextures which caused a texture id clash and thus
invalid operations (the cube map texture happened to be the same as the
console background texture). Sure, I could have just "fixed" the fisheye
init code, but this brings gl closer in line with glsl (which makes
extensive use of glGenTextures and glDeleteTextures). This doesn't fix
any texture leaks gl has (plenty, I imagine), but it's a step in the
right direction.
2022-03-15 13:29:05 +09:00

49 lines
1.3 KiB
C

/*
qf_sky.h
GL sky stuff from the renderer.
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifndef __QF_GL_sky_h
#define __QF_GL_sky_h
#include "QF/qtypes.h"
#include "QF/model.h"
#include "QF/GL/types.h"
#define SKY_TEX 2000 // Quake 2 environment sky
extern qboolean gl_skyloaded;
extern vec5_t gl_skyvec[6][4];
extern GLuint gl_solidskytexture;
extern GLuint gl_alphaskytexture;
struct texture_s;
void gl_R_InitSky (struct texture_s *mt);
void gl_R_DrawSky (void);
void gl_R_DrawSkyChain (const instsurf_t *s);
void gl_R_LoadSkys (const char *skyname);
#endif // __QF_GL_sky_h