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- Offset sky in softpoly by 180 degrees
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1 changed files with 1 additions and 1 deletions
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@ -61,7 +61,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
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float scaleFrontU = frameSetup.frontcyl / (float)frameSetup.frontskytex->GetWidth();
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float scaleFrontU = frameSetup.frontcyl / (float)frameSetup.frontskytex->GetWidth();
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float scaleFrontV = (float)frameSetup.frontskytex->Scale.Y * scaleBaseV;
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float scaleFrontV = (float)frameSetup.frontskytex->Scale.Y * scaleBaseV;
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float offsetFrontU = (float)(frameSetup.frontpos / 65536.0 / frameSetup.frontskytex->GetWidth());
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float offsetFrontU = (float)((frameSetup.frontpos / 65536.0 + frameSetup.frontcyl / 2) / frameSetup.frontskytex->GetWidth());
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float offsetFrontV = (float)((frameSetup.skymid / frameSetup.frontskytex->GetHeight() + offsetBaseV) * scaleBaseV);
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float offsetFrontV = (float)((frameSetup.skymid / frameSetup.frontskytex->GetHeight() + offsetBaseV) * scaleBaseV);
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unsigned int count = mVertices.Size();
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unsigned int count = mVertices.Size();
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