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363dfcffbd
- Improved sky stretching a bit: It now only stretches the sky as tall as it needs to be: 228 pixels, not 256. It no longer stretches horizontally, either. The reason it stretches to 228 and not 200 pixels is because Doom shifted its sky texture down 28 pixels. By stretching to 228 pixels, we can keep the sky tiled at the same height on the horizon. Skies 200 pixels tall (or more) will continue to tile at the center of the screen when looking directly ahead. SVN r1976 (trunk)
42 lines
1.2 KiB
C++
42 lines
1.2 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// DESCRIPTION:
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// Sky rendering.
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//
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//-----------------------------------------------------------------------------
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#ifndef __R_SKY_H__
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#define __R_SKY_H__
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#include "textures/textures.h"
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extern FTextureID skyflatnum;
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extern fixed_t sky1cyl, sky2cyl;
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extern FTextureID sky1texture, sky2texture;
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extern double sky1pos, sky2pos;
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extern fixed_t skytexturemid;
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extern fixed_t skyiscale;
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extern fixed_t skyscale;
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extern bool skystretch;
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#define SKYSTRETCH_HEIGHT 228
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// Called whenever the sky changes.
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void R_InitSkyMap ();
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#endif //__R_SKY_H__
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