- Offset sky in softpoly by 180 degrees

This commit is contained in:
Magnus Norddahl 2017-05-12 17:59:22 +02:00
parent 7a2be275af
commit 7af11b1963

View file

@ -61,7 +61,7 @@ void PolySkyDome::Render(const TriMatrix &worldToClip)
float scaleFrontU = frameSetup.frontcyl / (float)frameSetup.frontskytex->GetWidth(); float scaleFrontU = frameSetup.frontcyl / (float)frameSetup.frontskytex->GetWidth();
float scaleFrontV = (float)frameSetup.frontskytex->Scale.Y * scaleBaseV; float scaleFrontV = (float)frameSetup.frontskytex->Scale.Y * scaleBaseV;
float offsetFrontU = (float)(frameSetup.frontpos / 65536.0 / frameSetup.frontskytex->GetWidth()); float offsetFrontU = (float)((frameSetup.frontpos / 65536.0 + frameSetup.frontcyl / 2) / frameSetup.frontskytex->GetWidth());
float offsetFrontV = (float)((frameSetup.skymid / frameSetup.frontskytex->GetHeight() + offsetBaseV) * scaleBaseV); float offsetFrontV = (float)((frameSetup.skymid / frameSetup.frontskytex->GetHeight() + offsetBaseV) * scaleBaseV);
unsigned int count = mVertices.Size(); unsigned int count = mVertices.Size();