- 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
This commit is contained in:
Christoph Oelckers 2009-11-15 09:47:42 +00:00
parent ee982feb0b
commit 65312800bb
6 changed files with 37 additions and 20 deletions

View file

@ -866,6 +866,14 @@ static void R_DrawSky (visplane_t *pl)
{ // The texture does not tile nicely
frontyScale = DivScale16 (skyscale, frontyScale);
frontiScale = DivScale32 (1, frontyScale);
// Sodding crap. Fixed point sucks when you want precision.
// TODO (if I'm feeling adventurous): Rewrite the renderer to use floating point
// coordinates to keep as much precision as possible until the final
// rasterization stage so fudges like this aren't needed.
if (viewheight <= 600)
{
skymid -= FRACUNIT;
}
R_DrawSkyStriped (pl);
}
}
@ -1305,7 +1313,7 @@ void R_DrawSkyPlane (visplane_t *pl)
}
frontskytex = TexMan(s->GetTexture(pos));
if (frontskytex->UseType == FTexture::TEX_Null)
if (frontskytex == NULL || frontskytex->UseType == FTexture::TEX_Null)
{ // [RH] The blank texture: Use normal sky instead.
goto sky1;
}