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- fixed sky panning.
This picked the wrong overload - to make things robust one of the functions was renamed.
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parent
c3981e06cb
commit
e86899ed31
3 changed files with 4 additions and 4 deletions
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@ -455,7 +455,7 @@ void FSkyVertexBuffer::RenderRow(FRenderState& state, EDrawType prim, int row, T
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//
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//-----------------------------------------------------------------------------
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void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color)
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void FSkyVertexBuffer::DoRenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color)
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{
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auto& primStart = which ? mPrimStartBuild : mPrimStartDoom;
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if (tex && tex->isValid())
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@ -510,7 +510,7 @@ void FSkyVertexBuffer::RenderDome(FRenderState& state, FGameTexture* tex, float
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{
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SetupMatrices(tex, x_offset, y_offset, mirror, mode, state.mModelMatrix, state.mTextureMatrix, tiled, xscale, yscale);
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}
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RenderDome(state, tex, mode, false, color);
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DoRenderDome(state, tex, mode, false, color);
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}
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@ -90,7 +90,7 @@ public:
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}
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void RenderRow(FRenderState& state, EDrawType prim, int row, TArray<unsigned int>& mPrimStart, bool apply = true);
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void RenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color = 0xffffffff);
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void DoRenderDome(FRenderState& state, FGameTexture* tex, int mode, bool which, PalEntry color = 0xffffffff);
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void RenderDome(FRenderState& state, FGameTexture* tex, float x_offset, float y_offset, bool mirror, int mode, bool tiled, float xscale = 0, float yscale = 0, PalEntry color = 0xffffffff);
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void RenderBox(FRenderState& state, FSkyBox* tex, float x_offset, bool sky2, float stretch, const FVector3& skyrotatevector, const FVector3& skyrotatevector2, PalEntry color = 0xffffffff);
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@ -78,7 +78,7 @@ void HWSkyPortal::DrawContents(HWDrawInfo *di, FRenderState &state)
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textureMatrix.loadIdentity();
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state.EnableTextureMatrix(true);
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textureMatrix.scale(1.f, repeat_fac, 1.f);
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vertexBuffer->RenderDome(state, origin->texture, FSkyVertexBuffer::SKYMODE_MAINLAYER, true, 0, 0, color);
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vertexBuffer->DoRenderDome(state, origin->texture, FSkyVertexBuffer::SKYMODE_MAINLAYER, true, color);
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state.EnableTextureMatrix(false);
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}
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else
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