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Correct backwards skies for OpenGL too
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parent
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1 changed files with 7 additions and 6 deletions
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@ -5487,8 +5487,9 @@ static void HWR_DrawSkyBackground(player_t *player)
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
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dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
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v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
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v[0].sow = v[3].sow = ((float) (-angle) / ((ANGLE_90-1)*dimensionmultiply)); // left
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v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
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v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
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// use +angle and -1.0f above instead if you wanted old backwards behavior
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// Y
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// Y
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angle = aimingangle;
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angle = aimingangle;
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@ -5502,13 +5503,13 @@ static void HWR_DrawSkyBackground(player_t *player)
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if (atransform.flip)
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if (atransform.flip)
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{
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{
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// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
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// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
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v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply));
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v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
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v[0].tow = v[1].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
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v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
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}
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}
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else
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else
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{
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{
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v[3].tow = v[2].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
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v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
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v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply));
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v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
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}
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}
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if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
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if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa
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