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Applied vertical offset to transferred sky in OpenGL renderer
https://forum.zdoom.org/viewtopic.php?t=58934
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1 changed files with 1 additions and 1 deletions
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@ -69,7 +69,7 @@ void GLSkyInfo::init(int sky1, PalEntry FadeColor)
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if (!texture[0] || texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
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if (!texture[0] || texture[0]->tex->UseType == FTexture::TEX_Null) goto normalsky;
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skytexno1 = texno;
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skytexno1 = texno;
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x_offset[0] = s->GetTextureXOffset(pos) * (360.f/65536.f);
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x_offset[0] = s->GetTextureXOffset(pos) * (360.f/65536.f);
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y_offset = s->GetTextureYOffset(pos);
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y_offset = s->GetTextureYOffset(pos) - 28.0;
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mirrored = !l->args[2];
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mirrored = !l->args[2];
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}
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}
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else
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else
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