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Attempt to fix sky dome
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parent
d45ed97e50
commit
55c6c4f5fe
1 changed files with 30 additions and 17 deletions
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@ -1418,9 +1418,12 @@ typedef struct
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vbo_vertex_t *data;
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} GLSkyVBO;
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#define sky_vbo_x (&vbo->data[0].x)
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#define sky_vbo_u (&vbo->data[0].u)
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#define sky_vbo_r (&vbo->data[0].r)
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static const boolean gl_ext_arb_vertex_buffer_object = true;
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#define NULL_VBO_VERTEX ((vbo_vertex_t*)NULL)
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#define sky_vbo_x (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->x : &vbo->data[0].x)
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#define sky_vbo_u (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->u : &vbo->data[0].u)
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#define sky_vbo_r (gl_ext_arb_vertex_buffer_object ? &NULL_VBO_VERTEX->r : &vbo->data[0].r)
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// The texture offset to be applied to the texture coordinates in SkyVertex().
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static int rows, columns;
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@ -1431,7 +1434,6 @@ static float delta = 0.0f;
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static int gl_sky_detail = 16;
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static boolean vbo_init = false;
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static INT32 lasttex = -1;
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#define MAP_COEFF 128.0f
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@ -1564,30 +1566,40 @@ static void RenderDome(INT32 skytexture)
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rows = 4;
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columns = 4 * gl_sky_detail;
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vbosize = 2 * rows * (columns * 2 + 2) + columns * 2;
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// generate a new VBO and get the associated ID
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if (!vbo_init)
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{
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pglGenBuffers(1, &vbo->id);
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vbo_init = true;
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}
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vbosize = 2 * rows * (columns * 2 + 2) + columns * 2;
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// Build the sky dome! Yes!
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if (lasttex != skytexture)
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{
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// delete VBO when already exists
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if (gl_ext_arb_vertex_buffer_object)
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{
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if (vbo->id)
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pglDeleteBuffers(1, &vbo->id);
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}
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lasttex = skytexture;
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gld_BuildSky(rows, columns);
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// bind VBO in order to use
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pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
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if (gl_ext_arb_vertex_buffer_object)
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{
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// generate a new VBO and get the associated ID
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pglGenBuffers(1, &vbo->id);
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// upload data to VBO
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pglBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(vbo->data[0]), vbo->data, GL_STATIC_DRAW);
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// bind VBO in order to use
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pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
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// upload data to VBO
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pglBufferData(GL_ARRAY_BUFFER, vbosize * sizeof(vbo->data[0]), vbo->data, GL_STATIC_DRAW);
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}
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}
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// bind VBO in order to use
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if (gl_ext_arb_vertex_buffer_object)
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pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
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// activate and specify pointers to arrays
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pglBindBuffer(GL_ARRAY_BUFFER, vbo->id);
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pglVertexPointer(3, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_x);
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pglTexCoordPointer(2, GL_FLOAT, sizeof(vbo->data[0]), sky_vbo_u);
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pglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(vbo->data[0]), sky_vbo_r);
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@ -1616,7 +1628,8 @@ static void RenderDome(INT32 skytexture)
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pglColor4ubv(white);
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// bind with 0, so, switch back to normal pointer operation
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pglBindBuffer(GL_ARRAY_BUFFER, 0);
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if (gl_ext_arb_vertex_buffer_object)
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pglBindBuffer(GL_ARRAY_BUFFER, 0);
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// deactivate color array
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pglDisableClientState(GL_COLOR_ARRAY);
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