cvar_t r_sky_scissor = {0, "r_sky_scissor", "1", "limit rendering of sky to approximately the area of the sky surfaces"};
int skyrenderlater;
int skyrendermasked;
-int skyscissor;
-float skyscissormins[3];
-float skyscissormaxs[3];
+int skyscissor[4];
static int skyrendersphere;
static int skyrenderbox;
// for depth-masked sky, we need to know whether any sky was rendered
skyrenderlater = false;
// we can scissor the sky to just the relevant area
- skyscissor = false;
- VectorClear(skyscissormins);
- VectorClear(skyscissormaxs);
+ Vector4Clear(skyscissor);
if (r_sky.integer)
{
if (skyboxskinframe[0] || skyboxskinframe[1] || skyboxskinframe[2] || skyboxskinframe[3] || skyboxskinframe[4] || skyboxskinframe[5])
void R_Sky(void)
{
- int scissor[4];
Matrix4x4_CreateFromQuakeEntity(&skymatrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, 0, 0, r_refdef.farclip * (0.5f / 16.0f));
Matrix4x4_Invert_Simple(&skyinversematrix, &skymatrix);
- if (r_sky_scissor.integer && skyscissor)
+ if (r_sky_scissor.integer)
{
- // compute the scissor, if it's offscreen just return
- if (R_ScissorForBBox(skyscissormins, skyscissormaxs, scissor))
+ // if the scissor is empty just return
+ if (skyscissor[2] == 0 || skyscissor[3] == 0)
return;
- GL_Scissor(scissor[0], scissor[1], scissor[2], scissor[3]);
+ GL_Scissor(skyscissor[0], skyscissor[1], skyscissor[2], skyscissor[3]);
GL_ScissorTest(true);
}
if (skyrendersphere)