- moved the skybox texture files to the main textures directory.

This commit is contained in:
Christoph Oelckers 2017-03-17 21:12:09 +01:00
parent fee18a6971
commit c9296ead57
7 changed files with 27 additions and 22 deletions

View file

@ -51,16 +51,14 @@
#include "v_text.h"
#include "g_levellocals.h"
#include "a_dynlight.h"
#include "textures/skyboxtexture.h"
int ScriptDepth;
void gl_InitGlow(FScanner &sc);
void gl_ParseBrightmap(FScanner &sc, int);
void gl_DestroyUserShaders();
void gl_ParseHardwareShader(FScanner &sc, int deflump);
void gl_ParseSkybox(FScanner &sc);
void gl_ParseDetailTexture(FScanner &sc);
void gl_ParseVavoomSkybox();
//==========================================================================
//
@ -1207,10 +1205,9 @@ void AActor::RecreateAllAttachedLights()
//==========================================================================
// The actual light def parsing code is there.
// DoParseDefs is no longer called directly by ParseDefs, now it's called
// by LoadDynLightDefs, which wasn't simply integrated into ParseDefs
// because of the way the code needs to load two out of five lumps.
//
//
//
//==========================================================================
static void DoParseDefs(FScanner &sc, int workingLump)
{
@ -1267,7 +1264,7 @@ static void DoParseDefs(FScanner &sc, int workingLump)
case TAG_CLEARSHADERS:
break;
case TAG_SKYBOX:
gl_ParseSkybox(sc);
ParseGldefSkybox(sc);
break;
case TAG_GLOW:
gl_InitGlow(sc);
@ -1327,8 +1324,8 @@ void ParseGLDefs()
{
const char *defsLump = NULL;
LightAssociations.Clear();
LightDefaults.Clear();
LightAssociations.Clear();
LightDefaults.Clear();
gl_DestroyUserShaders();
switch (gameinfo.gametype)
{
@ -1350,7 +1347,7 @@ void ParseGLDefs()
default: // silence GCC
break;
}
gl_ParseVavoomSkybox();
ParseVavoomSkybox();
LoadGLDefs(defsLump);
InitializeActorLights();
}