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- fixed: The shader compile code passed the #defines only to the fragment shader but not to the vertex shader.
- fixed: The sky offset for textures needs to be initialized to 0. - update to ZDoom r1982 git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@624 b0f79afe-0144-0410-b225-9a4edf0717df
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6 changed files with 37 additions and 20 deletions
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@ -866,6 +866,14 @@ static void R_DrawSky (visplane_t *pl)
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{ // The texture does not tile nicely
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frontyScale = DivScale16 (skyscale, frontyScale);
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frontiScale = DivScale32 (1, frontyScale);
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// Sodding crap. Fixed point sucks when you want precision.
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// TODO (if I'm feeling adventurous): Rewrite the renderer to use floating point
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// coordinates to keep as much precision as possible until the final
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// rasterization stage so fudges like this aren't needed.
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if (viewheight <= 600)
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{
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skymid -= FRACUNIT;
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}
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R_DrawSkyStriped (pl);
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}
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}
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@ -1305,7 +1313,7 @@ void R_DrawSkyPlane (visplane_t *pl)
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}
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frontskytex = TexMan(s->GetTexture(pos));
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if (frontskytex->UseType == FTexture::TEX_Null)
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if (frontskytex == NULL || frontskytex->UseType == FTexture::TEX_Null)
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{ // [RH] The blank texture: Use normal sky instead.
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goto sky1;
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}
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