Stop raping the Z-buffer. Less flickering that way for now.

git-svn-id: https://svn.eduke32.com/eduke32@669 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
plagman 2008-03-30 12:22:50 +00:00
parent d62d9ddaed
commit f01a8f5b2b
2 changed files with 2 additions and 1 deletions

View file

@ -3,6 +3,7 @@
// - CORE STUFF
// o put all the sector/wall geometry in VBOs
// o optimize the update[sector|wall] functions to diff the changes
// o figure a way to get the interpolations from the game
// o make occlusion queries every n frames (cvar)
// o there's still a texture alignment problem with slopes (waterfall in launch facility)
// o there's also the texture alignment problem Hunter reported (san andreas fault)

View file

@ -101,7 +101,7 @@ void polymer_glinit(void)
bglMatrixMode(GL_PROJECTION);
bglLoadIdentity();
bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.001f, 1000000.0f);
bgluPerspective((float)(pr_fov) / (2048.0f / 360.0f), (float)xdim / (float)ydim, 0.01f, 100.0f);
// get the new projection matrix
bglGetDoublev(GL_PROJECTION_MATRIX, projectionmatrix);