glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, solidskytexture); // upper clouds
- speedscale = realtime*8;
+ speedscale = cl.time*8;
speedscale -= (int)speedscale & ~127 ;
for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
{
glEnable(GL_BLEND);
glDepthMask(0);
glBindTexture(GL_TEXTURE_2D, alphaskytexture); // lower clouds
- speedscale = realtime*16;
+ speedscale = cl.time*16;
speedscale -= (int)speedscale & ~127 ;
for (i = 0,p = &skypoly[0];i < currentskypoly;i++, p++)
{